Saturday, February 24, 2007

Spring 2007

week 5:
evening—02/22
morning—02/21

hi everyone,
for my Wednesday morning class, i apologize that this took me so long to get up online. it sometimes takes me longer than i think to compose the posting for the week. putting it all together takes quite a bit of time (and i do this for all my classes), so i hope you all put it to good use. PLEASE, LET ME KNOW IF YOU HAVE SUGGESTIONS ABOUT WHAT TO INCLUDE, OR HOW TO PUT IT TOGETHER. down below, there is a space for you to post your comments to the blog. please do so as others likely have the same concerns as you.
    as for this week's homework, we did not cover the lesson in my wednesday class as usual, but you should still complete it. there are detailed directions of what to do, step-by-step. if you have questions, please email me.

  1. TOPICS:
    • LINK   Drawing Examples: Trees & Clouds
    • LINK   more on using Symbols
    • LINK   Composing a Setting: a Landscape
    • LINK   more on using Layers
    • LINK   more on Scaling Objects: Foreground & Background
    • LINK   more on Symbol Effects: the fading, hazy distance

  2. HOMEWORK: Using Flash 8, please use the steps below (Simple Drawing Exercises) to create a landscape for your "Hey, Diddle, Diddle!" script and storyboard. Read the script as a guide and look at the storyboard for what to include in your drawing, particularly frame 5 in the storyboard. You do not have to make your drawing look exactly as my drawings in my storyboard. You should use your own style; however, please use all the same elements: ground, background, fence, sky (with stars and moon), and trees in the foreground and background. Also, make sure each thing is converted into a symbol and gets its own layer.

        Please bring your homework to class. We will use the drawings in another in-class exercise.


  3. STORYBOARD: below you will find links to each of the pages of the storyboard containing 3-frames each.
    • LINK   Frames 1-3
    • LINK   Frames 4-6
    • LINK   Frames 7-10
    • LINK   Frames 11-13
    • LINK   Frames 14-17
    • LINK   Frames 18-20
    • LINK   Frames 21-24
    • LINK   Frames 25-27
    • LINK   Frames 28-30

     
  4. SIMPLE DRAWING EXERCISES: Last week in class we put some of our flash skills—drawing, creating symbols, creating new layers—to work for us in creating an actual drawing, creating an actual scene of something recognizable, a landscape. To the right here, you will see a series of images of a couple things might go into creating a simple landscape, a cloud and a tree.
    TREE
    tree Last week in class we put some of our flash skills--drawing, creating symbols, creating new layers--to work for us in creating an actual drawing, creating an actual scene of something recognizable, a landscape. To the right here, you will see a series of images of a couple things might go into creating a simple landscape, a cloud and a tree.
     
    1. Creating a simple Graphic Symbol:
      1. Once you draw your cloud or tree, it should be converted to a symbol (F8) like many of the other much more simple objects we have draw thus far, ovals and rectangles mostly.
      2. To do so, after you have drawn your cloud, for instance, you must choose the selection tool (V) and select the entire cloud.
      3. Then select F8, convert to symbol.
      4. Give it the name cloud, select graphic for behavior and then click okay.
      5. Now you will see that it has a blue box around it when it is selected. If you de-select by selecting escape or by clicking on the background somewhere, you will see the blue box disappears.
      6. One thing you should remember is that since the cloud is now a symbol, you must not double-click on it, as this will take you into symbol-edit mode for the cloud.
      7. If you do wish to edit your symbol, then do double-click on it; however, you must remember to exit symbol-edit mode by clicking on Scene 1 in the upper-lefthand corner of the window.
      8. If you select F11 or ctrl-L the Library will open up. To close, you simply select F11 orctrl-Lagain. Once open, you will see a smaller representation of your circle symbol there. If there are more symbols, you will see them all listed there. Here is where your symbols are stored. What is on the stage is known as a symbol instance. It is like a clone, or a copy of what is in the library. Symbol instances may be deleted from the stage without affecting the symbol in the library. However, take great care of your symbols in the library. Do not delete the symbols from the library if you are using them in your movie. If you delete the symbols in the library, they will also be deleted from the entire movie.
      9. You may use as many symbol instances as you need. All you need to do is drag an instance from the library onto the stage.
      10. After you draw the tree, you should do the same and convert it into a symbol too (F8).

       
    2. Creating a Simple Landscape:
      1. If you haven't drawn your tree or cloud yet, or if you have not yet converted them into symbols, then look at the above exercise to do so first: LINK
      2. Once you have created your symbols, make sure that for now you have only one instance of each of them on the stage. Click one time on the tree and cloud to make sure they are symbols. If the blue box appears around them when they are selected, then they are probably symbols. Next, look in your library (ctrl-L) and make certain both symbols are there. If so, then you're all set, so delete both of them from the stage, but careful not to delete them from the library.
      3. Next, in the timeline, double-click where it says layer 1 and type the name ground
      4. Then, choose the rectangle tool (R) and draw a rectangle over the bottom part of the stage.ground
      5. Adjust the fill and stroke colors of the rectangle if you need to.

       
    3. Manipulating Layers: When creating an animation, it is important to put different objects on different layers, to segregate your content. This is important for several reasons, but primarily because there must only be one symbol per layer when using motion tweens.
      1. Now, lock the ground layer and add a new layer.
      2. Name this new layer, hills.
      3. Choose the line tool (N) and draw two diagonal lines above the ground rectangle as shown in the picture below.hills 1
      4. Continuing with the line tool (N) and starting with the end points of those two diagonal lines, draw a box over the ground rectangle.hills 2
      5. Once you do this, choose the selection tool (V) convert those two diagonal lines into curves.hills 3
      6. And continuing with the line tool (N), stretch the end of the lines so that they attach to each other to form a kind of upside-down W.hills 4
      7. Choose a new fill color and then, using the paint-bucket tool (K), fill in the two shapes with different colors. Notice that the one on the left is a little darker than the one on the right. Since we are creating a landscape, and since these are hills, it is good to note that as things get further away, they appear to get lighter. This is why the hill on the right is lighter than the hill on the left, because it is further away.hills 5
      8. Now, lock the hills layer, and create a new layer called mountains.
      9. With the line tool (N) draw a zig-zag line to mimic the outline of distant mountans.mountains 1
      10. Further with the line tool (N) draw a box that connects the end points of the mountain lines and over-laps the hills.mountains 2
      11. Choose a couple of light fill colors and using the paint-bucket tool (K), color in the mountains.mountains 3
      12. Now, lock the mountains layer, and create a new layer called clouds.
      13. Open the, library (F11 or ctrl-L), and there you will see your cloud symbol.
      14. Drag several, cloud instances, from the library onto the stange.
      15. Change the size and shapeof the clouds using the free-transform tool (Q). Make certain they are small as they are in the background and far away.mountains 4layers 1
      16. Lock all of the layers.
      17. Then, rearrange the layers to the following order: top-ground, 2nd-hills, 3rd-mountains, and bottom-clouds.
      18. Next, unlock the groundlayer.
      19. Using the selection tool (V) convert the horizontal line to a curve to make a kind of gentle slope.layers 2
      20. Save and test (ctrl-enter) the movie, and it will look like the following image.finish 1
      21. Now, lock the ground layer.
      22. Add a new layer and name ittree-middle.
      23. Open the library (ctrl-L or F11), and drag an instance of the tree symbol onto the stage.
      24. Use the free-transform tool (Q)to resize the tree appropriately. Place it so that it rests on the nearest hilltree 1
      25. Now, lock the tree-middle layer.tree 2

       
    4. Foreground & Background: When objects are placed in a landscape, to give the illusion of depth, they take on different sizes. Objects that are far away from the viewer, the camera, appear smaller. Objects that are nearer appear larger. To convey this relative size and relative distance, the free-transform tol (Q) is used to resize an object such as trees that are either further away or closer to the camera.
      1. Add a new layer and name ittree-near.tree 3
      2. Open the library (ctrl-L or F11) again, and drag another instance of the tree symbol onto the stage.
      3. Again, use the free-transform tool (Q)to resize the tree until it is much larger. It should hang off the edges of the stage significantly. Place it so that it rests along the left edge.
      4. Next, select this tree on the stage using the selection tool (V), open the properties bar, and click where it says color and select brightness. Make the tree darker as it is nearest to the viewer.
      5. Now, lock the tree-near layer.
      6. Open the library (ctrl-L or F11) once again, and drag a third instance of the tree symbol onto the stage.
      7. Use the free-transform tool (Q)to resize the tree until it is much smaller. Place it so that it rests on one of the background hills.

       
    5. Dim, Hazy Distance: To further provide an illusion of distance, objects that are further away from the viewer, from the camera, appear dimmer or lighter or hazier. This is due to the effects of the atmosphere and water-vapor. Color and symbol effects may be used to help provide this effect.tree 4
      1. Select this smallest tree on the stage using the selection tool (V), open the properties bar again, click where it says color and select brightness. Make the tree lighter as it is furthest from the viewer.
      2. Save and test (ctrl-enter) the movie, and it will look like the following image.
      3. Finally, you may also add these effects to the clouds, making them lighter, or, perhaps somewhat transparent with alpha.
      4. Save and test (ctrl-enter) the movie, and it will look like the following image.


Friday, February 16, 2007

Spring 2007

week 4:
evening—02/12
morning—02/14

Hello everybody, I hope you haven't frozen solid this week. Below you will find the posting for this week's class. It details all of the same issues that we covered in class, namely the drawing and animation of the fish. If you have any difficulties or questions, please do not hesitate to email me or find me at TCI.

    For my MONDAY class, please remember that we do NOT have class on Monday. TCI is CLOSED for Presidents' Day that day. Instead, TCI will follow a Monday schedule on THURSDAY, so please do NOT go to your Thursday classes next week. Carter-


  1. TOPICS:
    • LINK   more on Symbols and the Library
    • LINK   more with Motion Tween Animations
    • LINK   more on Color Gradients
    • LINK   more on Symbol Effects (brightness, tint, alpha) and their use in Motion Tweens,
    • LINK   more on Scaling Objects and their use in Motion Tweens
    • LINK   Easing Motion Tweens IN/OUT

  2. HOMEWORK:
    • Please complete the Flash drawings of all the characters from the "Hey, Diddle, Diddle!" script by our class next week.
    • Make sure all of those character drawings are in the SAME Flash file. If you have drawn them in separate files, that is all right. All you have to do is COPY and PASTE them from one movie to another.
    • Make each of the character drawings into a graphic symbol.
    • Come up with a design for the title of the animation, "Hey, Diddle, Diddle". Choose a font for the type, sizes for the words, and an layout on the stage.

    • LINK   click here for the study-sheet for a QUIZ in our next class.

     
  3. SYMBOLS and the LIBRARY: During the first four (4) weeks of class, you have been introduced to a vary important feature of Flash Graphics and Animation, creating Symbols:
    1. Creating a simple Graphic Symbol:
      1. Choose your stroke and fill colors.
      2. Set the thickness and type of your stroke.
      3. Choose the oval tool (O), hold onto the shift key and draw a circle.
      4. Choose the selection tool (V), and double-click on the fill of the circle to select both the fill and the stroke.
      5. Select F8 on the keyboard to convert the circle into a symbol.
      6. Type a unique name for the symbol, select graphic as the behavior, and then click okay.
      7. Once completed, a blue box will appear around the new symbol. This indicates that it is no longer an un-grouped object. If you double-click on it, you will be taken into symbol-edit mode. In symbol-edit mode, you will be able to edit your symbol. Once you have completed the edits, you must exit symbol-edit mode before you continue. To do this, click on Scene 1 in the upper-lefthand corner of the window.
      8. If you select F11 or ctrl-L the Library will open up. To close, you simply select F11 orctrl-Lagain. Once open, you will see a smaller representation of your circle symbol there. If there are more symbols, you will see them all listed there. Here is where your symbols are stored. What is on the stage is known as a symbol instance. It is like a clone, or a copy of what is in the library. Symbol instances may be deleted from the stage without affecting the symbol in the library. However, take great care of your symbols in the library. Do not delete the symbols from the library if you are using them in your movie. If you delete the symbols in the library, they will also be deleted from the entire movie.
      9. You may use as many symbol instances as you need. All you need to do is drag an instance from the library onto the stage.

       
    2. More with Motion Tweensfish drawing
        Hopefully, you can see that the use of symbols, symbol instances, and the library is not limited to circles. To the right is a quick demonstration of a drawing of a fish. This too can be converted into a symbol. But before we get to that, let's make the CIRCLE SYMBOL created in the previous exercise move around the stage:
      1. If you haven't created a symbol yet, then look at the above exercise to do so: LINK
      2. Once you have created your symbol, make sure that you have one instance of it on the stage, and only one instance. Click one time on the circle to make sure it is a symbol. If the blue box appears around it when it is selected, then it is probably a symbol. Next, look in your library (ctrl-L) and make certain the circle symbol is there. If so, then you're all set, so move the circle symbol instance just offstage to the upper-right corner.
      3. Next, in the timeline, click in a new frame, say frame 30, and add a new keyframe (F6).
      4. Now, on the stage, move the circle across the stage to the upper-left corner.
      5. In order to make sure that all is correct, let's check the keyframes. Click in frame one. Here, the circle should be just offstage to the upper-right corner. If it is not, then you simply need to move the circle to where it should be.
      6. Then, click in frame 30 in the timeline. In this frame, the circle should be in the upper-right corner of the stage. Likewise here, if the circle is not where it should be on the stage, you simply need to move it where it belongs.
      7. Finally, place the mouse over the timeline, in between the two keyframes over the grey area somewhere in the middle, and right-click.
      8. A menu should appear, so choose Create Motion Tween. LINK

       
    3. Gradientsgradient
      1. Now let's apply some color to our background using linear gradients. A gradient is a gradual change from one color to another. First, using the rectangle tool (R), draw a rectangle for the ground. It is all right whatever color you choose for now, because we will change it with the gradients. Also, the rectangle should hang over the edges of the stage some. Don't try to draw exactly to the edge of the stage.
      2. After you draw the first rectangle, draw a second one for the remander of the background. The color for this one will also be altered by the gradients.
      3. Next, open the color mixer panel.
      4. Notice in the panel where it says solid. Click there and select linear, and then next notice the horizontal line below that appears. It represents the gradient, and by default goes from black to white.
      5. The gradient colors can be changed by manipulating the square boxes below the horizontal line. To change the color of one of them, simply double-clip on it and the color selection panel appears.
      6. Choose a color that you like, and the gradient is altered. If you double-click on the other box, you can select its color also.
      7. Use the paint bucket tool (K) to fill the bottom rectangle with the gradient, and the fill transform tool (F) to rotate it so that it goes from light to dark from bottom to top.
      8. Repeat the previous 4 steps for the top rectangle.
      9. This will be the background of your animation, so name the first layer backgound and lock it.
      10. Add a new layer and name it fish.
      11. Place the fish graphic symbol that you created in this layer.
      12. On the stage, move the fish symbol to the middle of the right side of the stage.
      13. In the timeline, click in frame 20 and add a keyframe (F6).
      14. On the stage, move the fish to the center of the stage.
      15. n the timeline again, click in frame 40 and add another keyframe (F6).
      16. On the stage again, move the fish to the left-hand side of the stage.
      17. Now, place the arrow between frames 1 and 20, right-click, and select Create Motion Tween.
      18. Finally, place the arrow between frames 20 and 40, right-click, and select Create Motion Tween again.
      19. The final fish animation is here: LINK
      20. To add the easing click here: LINK

       
    4. Symbol Effects
        properties bar
      1. As you should already know, if you edit a symbol (using symbol-edit mode), then all instances of it will be edited to look exactly the same; however, you may change various properties of a symbol instance using the properties bar.
      2. Go to the previous movie with the circle, choose the selection tool (V), and click one time on the circle on the stage to select it.
      3. Open the properties bar, look in the center where it says color, click and select tint.
      4. Select a tint color and a percentage. This will change alter the color of your symbol, the fish.
      5. Now click in frame 30.
      6. Select the circle in the center of the stage by clicking on it one time.
      7. Open the properties bar again, and alter the tint color again. Click here to see the results: LINK

       
    5. Motion Tween Easing
        Motion Tween Easing is a tool that is used to alter the speed of an object through a motion tween. As in the fish animation above (and here), the fish slows down toward the middle, and then speeds off again, as if swimming against the rhythmic current of the ocean waves.
      1. Returning to the fish lesson, click in the middle of the first tween in the timeline, that is between frame 1 and frame 20 in the lavendar area.
      2. Next, open up the properties bar, locate the ease setting, click there, and select 100. This will cause the fish to slow down at the end of the tween.
        slow down
      3. Then, click in the second tween between frame 20 and frame 40, look in the properties bar again, and set the ease to -100. This will cause the tween to start slow and speed up toward the end of the tween.
        speed up

       
    6. Scaling Objects & Motion Tweens
        You should already be familiar with how to scale objects up and down (making them larger and smaller) using the free-transform tool (Q). However, you may not know that this can be combined with the motion tween to cause an effect which makes an object like it's changing size over the course of a motion tween.
      1. Let us return to the circle motion tween that was discussed earlier. Click here to see it: LINK
      2. Click here to see the instructions to create it: LINK
      3. To add a scaling effect to this little animation, first click in frame 1. This automatically selects the circle on the stage.
      4. Then select the free-transform tool (Q) and change the size or shape of the circle with it.
      5. Next, click in last frame. This automatically selects the circle on the stage again.
      6. And again, using the free-transform tool (Q), and change the size or shape of the circle with it. The circle will now gradually change shape and/or size through the course of the animation.
      7. View the final circle animation. Click here to see it: LINK


Friday, February 09, 2007

Spring 2007

week 3:
evening—02/05
morning—02/07


  1. TOPICS: Symbols and the Library, Symbol Edit Mode, Symbol Effects (brightness/tint/alpha), Motion Tweens with Symbol Effects.
    1. LINK   Creating Symbols;
    2. LINK   Symbol Library;
    3. LINK   Editing Symbols
    4. LINK   Breaking-Apart Symbols
    5. LINK   Symbol Effects;
    6. LINK   Motion Tweens with Symbol Effects;

  2. HOMEWORK:
    • LINK   From the script for "Hey, Diddle, Diddle!" that I gave you on Monday, draw ALL of the characters in Flash. You may trace other images or you may draw your own. In either case, however, please make certain that you use your own creativity. If you must trace, please make certain that you make your own drawings unique in some way and not exact duplicates of someone else's work.
          Since this class is an animation course, we will be creating an animation due on the last day of class. At the previous link above, I have given you a script for the nursery rhyme, Hey, Diddle, Diddle!. You should read this script and make sure you understand what is going on. Notice, that it does not merely tell the story, but it also gives camera information, how far away the camera is, is the camera still or is it moving, and what position the camera is in, above, below, to one side, etc. Everyone of these things affects how the animation will look. Next week, I will give you a storyboard that will show you how the important frames of the animation should look.
          However, if you wish to do your own animation, if you wish to create your own idea, then you must come to class and let me know what that will be. You will have to write your own script and do your own storyboard. This is a lot of extra work, but it will also mean a lot of EXTRA CREDIT. If you choose to do your own animation from your own storyboard, then you will have an advantage over others in the class who follow mine.
          Creativity is always rewarded in this class, so free yourself and your mind, be experimental and adventurous.

    • LINK   storyboard explanation;
    • LINK    Alfred Hitchcock's "The Birds"
    • LINK   script example
    • LINK   storyboard template



  3. INTRODUCE:
    1. Creating a Graphic Symbol:
      1. Draw an object, an oval for example;
      2. Select the object by double-clicking on it with the arrow tool (V). Make certain that you select both the fill and the stroke.
      3. Select F8 on your keyboard. This converts the oval into a Graphic Symbol.
      4. Type a UNIQUE but DESCRIPTIVE name for the symbol. For example, it would not be a good idea to name a triangle that you have drawn the name Maria because you like the name Maria. Something more descriptive of what it is and obvious would be better, such as the name Triangle.
      5. Select Graphic for behavior and then select Okay.


    2. Symbols, Symbol Instances, and the Library:
      1. Once you create a symbol, it then resides in the LIBRARY. To open the library, select the F11 key on your keyboard, or CTRL-L. This will open up the library where you will see a list of all your symbols.
      2. You can click and drag symbols from the library onto the stage. The advantage to using symbols is that you may use them as many times as you like without having to redraw them each time.
      3. You may delete your symbols from the Stage (here called a SYMBOL INSTANCE, which is actually just a copy or clone of the symbol), but you should use extreme caution in deleting symbols from the Library (here is where the actual SYMBOL stays).
        *** Keep in mind, if you delete a symbol from the library, it will also be deleted from the stage EVERYWHERE THAT YOU USED IT IN THE MOVIE.***

    3. Selecting a Graphic Symbol: When selecting a graphic symbol you must only click on it ONE time no matter how many pieces or objects it contains. When selected it will have a blue box around it.

    4. Arranging Symbols: When you have multiple symbols drawn and created, you may arrange the stacking order of them, putting one above the other or one below another. To alter the stacking order of multiple Symbols you must first select the item you wish to change.
      1. Select the item with the selection tool (V) by clicking on it once, then;
      2. Do the following:
        Modify >> Arrange >> send [backward, to back, forward, or to front]

    5. Editing Symbols:
      1. Draw an object, such as an oval or a rectangle;
      2. Double-click on the object with the selection tool (V) to select it;
      3. Choose F8 to convert the object into a graphic symbol;
      4. If you wish to edit this object in any way after it is a symbol, you must choose the selection tool (V), and then double-click on the graphic symbol—this brings you into Symbol-Edit Mode. Once you do so, you may edit, alter, add-to, subtract-from the object(s), or otherwise change it in anyway you wish.
      5. When you have completed your changes, you must Exit Symbol-Edit Mode—to do this, look in the upper left corner of the stage. You will see the words SCENE 1 and then the SYMBOL's NAME beside it. You must click on Scene 1 to exit the symbol and return to the main movie.

    6. Breaking-Apart Symbols:
      1. Choose the selection tool (V);
      2. Select the symbol on the stage by clicking on it one time;
      3. Select CTRL-B on the keyboard to break apart the symbol. Once you do this, that particular graphic on the stage will no longer be a symbol Instance; however, the symbol itself still remains in the library.

    7. Adding Effects to Symbols:
      1. Choose the selection tool (V);
      2. Select the symbol on the stage by clicking on it one time;
      3. Open the properties bar below the stage.
      4. In the properties bar, click in the center where it says color adn select either brightness, tint, or alpha.
      5. Experiment with changing the numbers and percentages to see what kind of effect you get.

    8. Motion-Tween Animation with Symbol Effects: In the following set of steps, you will be creating a circle that will move around the perimeter of the stage using a series of motion tweens. In the second part, you will learn how to add Symbol Effects so that the circle changes its color, brightness, and transparency as it moves around the stage.

      LINK    Motion Tweens using Symbol Effects (tint).

      1. Draw a circle using the Oval Tool (O) and convert it into a graphic symbol (see above Creating a Graphic Symbol).
      2. Once you draw your object and convert it into a symbol, choose the Selection Tool (V) and move the circle to its starting point. We will begin with it placed just OFF-stage to the upper-right corner.
      3. Next, click in frame 30 in the timeline above, that is just below the number 30, and add a keyframe (F6).
      4. Then, using the Selection Tool (V), move the circle on the stage to the UPPER-LEFT corner.
      5. Right-click in the timeline above in the gray area between the keyframes in frames 1 and 30 and select Create Motion Tween from the menu that appears. This will turn the gray area to lavendar, and there will be an arrow there pointing to the right. If this does not occur, or if a dashed line appears instead, you must undo and start over again.
      6. Then, click in frame 50 and add a keyframe (F6).
      7. Once again, move the circle, but this time to the LOWER-LEFT corner of the stage.
      8. Add a motion tween between the two keyframes in frames 30 and 50 above in the timeline.
      9. Click in frame 75 in the timeline and add a keyframe (F6) on the keyboard.
      10. Move the circle on the stage to the LOWER-RIGHT corner of the stage.
      11. Add a motion tween between the two keyframes in frames 50 and 75 above in the timeline.
      12. Click in frame 95 in the timeline and add a keyframe (F6) on the keyboard.
      13. Move the circle on the stage to the UPPER-RIGHT corner of the stage.
      14. Add a motion tween between the two keyframes in frames 75 and 95 and above in the timeline.
      15. Click in frame 100 in the timeline and add a (final) keyframe (F6) on the keyboard.
      16. Move the circle just OFFSTAGE of the upper-right corner to the point where we began with the circle.
      17. Add a final motion tween between the last two keyframes in frames 95 and 100 above in the timeline.
      18. Select CTRL-ENTER to test the movie.
      19. If your circle does not travel as you expect, around the perimeter of the stage, there are steps you can take to correct it. First, make sure you only have 6 keyframes in your timeline in frames 1, 30, 50, 75, 95, and 100. If you have any additional keyframes or blank keyframes, you should delete them by first selecting the frame you want to eliminate by clicking on it, then selecting SHIFT-F6.
            Finally, you should make sure that the circle is where it should be in each keyframe:

        • frame 1—OFFSTAGE to the upper right corner;
        • frame 30—in the UPPER LEFT CORNER of the stage;
        • frame 50—in the LOWER LEFT CORNER of the stage;
        • frame 75—in the LOWER RIGHT CORNER of the stage;
        • frame 95—in the UPPER RIGHT CORNER of the stage;
        • frame 100—just OFFSTAGE to the upper right corner;
        • Finally, make sure that motion tweens go all the way across from frame 1 to frame 100. They should be lavendar with arrows pointing to the right. Dashed lines indicate an error.

      20. If you wish to add Symbol Effects (Brightness/Tint/Alpha), you can only do so in the keyframes. Those are the frames with the dots in the timeline.
      21. If you wish to add an effect to frame 30, for example, then you must first select frame 30 by clicking in that frame.
      22. Then you must use the Selection Tool (V) and select the circle ON THE STAGE by clicking on it only ONE time.
      23. Then you must open the Properties Bar at the bottom and click where it says COLOR near the center of the Properties Bar. A list of properties will appear, Brightness, Tint, and Alpha. Choose one of these and then change the numbers to add an effect.
      24. You can repeat STEPS 21-23 to add effects to other keyframes in your animation.


Friday, February 02, 2007

Spring 2007

week 2:
evening—01/29
morning—01/31


  1. TOPICS:
    1. LINK   Object Transformations;
    2. LINK   Creating Groups;
    3. LINK   Arranging Groups
    4. LINK   Importing Graphics;
    5. LINK   Tracing Graphics;

  2. HOMEWORK: LINK   Download and trace the image at the link and bring to class for WEEK 3, 02/05/07.
        Once you click on the link, an image will appear. To save this image and download it onto your computer, simply right-click on the image and choose SAVE IMAGE AS or SAVE FILE from the menu. Then, so that you may located it easily, it is often best to save it onto the DESKTOP of your computer.

        For instructions as to how to complete this assignment and review this week's in-class tutorial, see the bottom of this posting.


  3. INTRODUCE:
    1. Object Transformations:
      1. Free-Transform Tool (Q)—once you draw an object you may modify and transform it in various ways:
        1. Rotation:
          1. choose the Arrow Tool (V) to select the object or objects you wish to modify;
          2. select the object by clicking on it one (1) time;;
          3. choose the Free Transform Tool (Q);
          4. next, place the pointer near one of the little black boxes in the corners until the pointer turns into a curved arrow pointing in a circular direction;
          5. click, hold down, and drag in one direction or another to rotate your object.

        2. Height:
          1. choose the Arrow Tool (V) to select the object or objects you wish to modify;
          2. choose the Free-Transform Tool (Q) ;
          3. using the mouse, place the pointer over the middle black box on top or on bottom;
          4. click, hold down, and drag to increase or decrease the height of the object;

        3. Width:
          1. choose the Arrow Tool (V) to select the object or objects you wish to modify;
          2. choose the Free-Transform Tool (Q) ;
          3. using the mouse, place the pointer over the middle black box on the right or on the left side;
          4. click, hold down, and drag to increase or decrease the width of the object;

        4. Height & Width:
          1. choose the Arrow Tool (V) to select the object or objects you wish to modify;
          2. choose the Free-Transform Tool (Q) ;
          3. using the mouse, place the pointer over one of the little black boxes in the corners;
          4. click, hold down, and drag in any direction to increase or decrease the width AND height of the object;

        5. Proportional: same as number 4 above, but hold down on the shift key as you are dragging the corner box to maintain the object’s proportions.

        6. Skew:
          1. choose the Arrow Tool (V) to select the object or objects you wish to modify;
          2. choose the Free-Transform Tool (Q) ;
          3. using the mouse, place the pointer between any of the little black boxes until the pointer turns into two little arrowspointing in opposite directions;
          4. click, hold down, and drag in any direction to skew the angle of the object;

      2. Modify Menu—choose the Modify Menu to make various transformations (others will be discussed at another time):
        1. upside-down: Modify >> Transform >> flip vertical
        2. mirrored: Modify >> Transform >> flip horizontal
        3. scale & rotation: Modify >> Transform >> scale & rotate


    2. Groupsto group objects allows you to treat multiple objects, or multiple parts, as a single object. This simplifies your objects in several ways: it allows you to move around a complicated drawing (such as a face) with multiple parts (eyes, nose, mouth, etc.) on the stage without having to select each individual part beforehand; it allows you to modify such a complicated drawing with all of its parts together (to make it larger for example, or smaller).
      1. Creating a Group:
        1. draw an object, an oval for example;
        2. select the object by double-clicking on it with the arrow tool (V);
        3. then select CTRL-G on your keyboard. This converts the ungrouped oval into a group.
      2. Selecting a Group—When selecting a group you must only click on it one time no matter how many pieces or objects it contains whether it consists of multiple strokes or fills or not. When selected it will have a blue box around it.

      3. Arranging Groups—When you have multiple groups, drawn and created, you may arrange the stacking order of them, putting one above the other or one below another. In the graphic (right) there are two groups, one star and the other a flower.
        1. Select the star with the selection tool by clicking on it once, then;
        2. rearrange the groups: Modify >> Arrange >> bring to front


    3. Importing Images and GraphicsIf you are going trace over an image, you must first prepare your stage for doing so. The following steps will make it easier to trace and view your drawing as distinct from the image that you are looking at.
      1. Prepare your stage: Name the 1st layer 'Image' and then lock it.
      2. Add a new 2nd layer, name it Trace, and then lock it also.
      3. Finally, add a new 3rd layer, name it Drawing, and then lock this one as well. The layers should be in this order:
        top: DRAWING, middle: TRACE, and bottom: IMAGE

      4. Next, unlock the Image layer again and select frame one in this layer.
      5. Go to the File menu above and select the following: File >> Import >> Import to Stage.
      6. The Import dialogue box pops up, so you should select the image that you wish to import onto the Flash Stage. Once you do so, double-click on it to bring it to the stage.
      7. Then, lock the Image layer and unlock the Trace layer and draw a rectangle. This rectangle should have a black stroke and a white fill.
      8. Open the Color Mixer Panel from the Window Menu. Select the fill color and change the alpha to 50%.
      9. Use the Paint Bucket Tool (K) and fill up the rectangle with the new fill color. This will make the white somewhat transparent.
      10. Once again, lock the Trace layer and unlock the Drawing layer.
      11. Select the LINE TOOL (N).
      12. Set your Stroke color temporarily to black that will contrast with the trace rectangle that you drew. that you are going to trace over.
      13. You will be using the line tool to straight draw line segments, but take care not make them too long. Once you draw one segment, switch to the SELECTION TOOL (V). This will allow you to change the straight line drawn with the line tool to a curved line segment.
      14. For nice clean lines, switch frequently back-and-forth from the LINE TOOL to the SELECTION TOOL.