Learn how to bridge the gap between the traditional animation principles and digital software.
Tradigital Flash: 12 Principles of Animation in Adobe Flash brings the essentials of traditional animation and Adobe Flash together.The early masters of animationcreated a list of 12 principles which are important for anyone who wants to create interesting and believable animation. Digital animation continues to make incredible technological advancements that give animators the capability to produce visually stunning work. New technology, however, also has a tendency to create an environment where animators are so focused on adapting to the new workflow that they tend to dismiss these fundamental animation principles⌠which often leads to poor and lifeless character animation. Tradigital Flash helps you focus on these principles while using the program's wide array of features to create believable animation, consistently.
Tradigital Flash joins three other Tradigital books covering Maya, Blender, and 3ds Max. This new volume in the series approaches the topic in a different way, giving readers both a practical look at the software, and providing a theoretical understanding of the genre.
Learn a new principle in each chapter, the Flash tools most related to it and how to put it all together.
A plethora of examples demonstrate the good methods which animators should use in Flash, how to avoid the bad ones and ways to create a workflow that works for you.
An easy-to-follow approach with examples throughout the book that build on each other, showing how the principles act together.
A companion website www.rubberonion.com/tradigital-animate features more examples, downloadable FLA resource files, video tutorials.
Key Features
Every chapter teaches you a principle, shows you the corresponding tool or tools, and shows you how to all put it together.
A wide array of examples demonstrate the good, bad, and sometimes ugly procedures an animator can practice with Flash.
A follow-along approach, where examples throughout the book build on each other, showing how the principles act together.
A companion website features more examples, downloadable swf resource files, video tutorials.
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Yes, you can access Tradigital Animate CC by Stephen Brooks in PDF and/or ePUB format, as well as other popular books in Computer Science & Digital Media. We have over one million books available in our catalogue for you to explore.
Image 1.0 My Friend the Computer #1: Three, Two, One⌠by Stephen Brooks (RubberOnion.com).
INTRODUCING Timing
Timing is the very basis of animation. At its core, to animate is to take something that is not alive and, in the words of Captain Jean-Luc Picard, make it so. We all know that animation is displaying sequential images in time to make them move, but the timing of it all will affect the mood of the action. A batter hitting a baseball at âreal-timeâ speed will evoke a different response from the viewer than watching that same action in âslow-mo.â Just as the type of music playing during a scene will change its feeling, so too will Timing.
Think of Timing as the heartbeat of the character. Is it erratic? Calm? Intense? Lazy? It will define what you do. If you have a shot of a boxer being punched in the face with a duration of only 0.5 seconds, think of how the drama of the shot will change if it takes 1 second to elapse or a slow-motion-style 5 seconds. Timing is at the beginning of this book because it should be the first thing on your mind when you start to animate. Ask yourself, âhow long should this take to happen?â
In this chapter, we will cover technical terms such as frame rate, tween, as well as get a further look at some aspects of Adobe Animate we covered in the bookâs Introduction like the shape tools, timeline, and Properties panel. Weâll also begin our work with understanding symbols so that you will learn how to draw a simple shape, move it around, and get an understanding of what Timing encompasses and how to use Animate CC to implement this principle in your animation.
A WORD ABOUT Graphics Tablets
There are some of you out there who might not have a graphics tablet for drawing, which I can understand. One of the appeals of Animate CC is its affordability whereas a tablet would be another purchase to add to the list. This book will not force you to draw on a tablet, but I would recommend it for no greater reason than it helps preserve the connection your brain has made between the art you imagine and the art you make. That connection is deeply rooted in almost everyone, stemming from when you started drawing ducks on your parentsâ walls with cheap, unwashable, wax crayons.
Image 1.1 Wacom Intuos4XL
By working through the bouncing ball exercises using Animateâs shape and movement tools, you can connect the concepts of the principles to that animator part of your brainâand then that to the program. Once you feel like you want to move beyond that, try doing the exercises over again by drawing each frame with a graphics tablet. For now, however, letâs go step by step through the timing exercise with the bouncing ball and learn some of the program on the way.
BOUNCING BALL Timing
Note: Animateâs layout is covered in this bookâs Introduction. If you are uncertain as to what and where the timeline, tools and stage are, please refer back to the section âIntroducing: The Program.â
Image BB1.0 Pictured: Flash CS6 when the Oval and Rectangle tools were docked together.
Setting Up
If you havenât already done so, open Animate CC and create a new document (File > New). The only things that truly matter right now are the width, height, and frame rate. For our purposes we will use 1920 for the width and 1080 for the height. Anyone who has a hi-def TV out there that says 1080i or 1080pâthatâs this resolution. As for the frame rate, for the remainder of this book we will be working in 24 frames per second (henceforth known as fps). Once you select OK, your document is created. If you made a mistake, not to worry! Locate the Properties panel. If you donât locate this panel for some reason the hotkey combination to bring it up is Cmd+J on Mac and Ctrl+J on PC. There you can see the size and fps settings which can be altered at any time to get the settings you want. These affect the entire document, meaning thereâs only one value for each setting in a document such as the one you just created.
Before we get too far, letâs save this bad boy right now; weâll be working in it a lot. Choose an obvious name like âbouncing ball 1 â timing.â We will be saving a new file for every chapter so that as we progress we wonât lose the work from previous chapters. (Pro tip: select File > Save As ⌠and put a 1 at the end of your file name, and periodically do the same but with increasing numbers to create âmile markerâ files. In the event of a computer crash, power outage, cat unplugging cord, you wonât lose much work at all. Itâs helpful on bigger projects.)
Because of our resolution being so high, some computer monitors may not be seeing the whole stage right now. To show the entire stage, locate the Zoom control drop-down menu on the top-right corner of the stage. It should currently be set at 100%. Select that drop-down menu and click âShow Frame.â You should now see the stage surrounded by gray work area. As mentioned in this bookâs Introduction, only the things inside the stage will appear in the final video that exports. So for the purposes of this bouncing ball exercise, the âgroundâ will be the bottom of the stage.
Now that weâre all set up, itâs time to get started with animating!
PART I âDrawing The Ballâ
1. In the toolbar, select the Oval Tool (O). If all you see is a square like in Adobe Flash CS6 or below, click and hold on it until a popup appears with subset tools and select the circle. Donât worry about the color right now. Image BB1.1
Image BB1.1
2. Click and drag on the stage somewhere in the top left to draw a circle. This shape will be the ball that we will be bouncing ever so wonderfully. (Pro tip: hold Shift as youâre dragging to force Animate CC to draw a perfect circle). Image BB1.2
Image BB1.2
3. Choose the Selection Tool (V) from the toolbar and double-click the circle we just drew to highlight all of it.
4. Right-click the now highlighted circle and select Convert to Symbol ⌠(F8). A popup will appear, asking for some information. Name it âball,â select Graphic from the Type drop-down menu, and make sure the Registration point is in the middle. Click OK. Image BB1.4
Image BB1.4
Interlude
A quick note: you might be wondering what the difference is between the symbol types in step 4 and why we chose âGraphic.â The symbol types will be explained in the closer look section later in this chapter. We wonât get into the Registration point until much later, but to satisfy any nagging curiosity, itâs basically the default pivot point. But now, letâs talk about the ball you just created. Take a look at it. How long do you think it will take to fall to the ground (bottom of the stage)? Whatever answer you just gave to that question has determined how large the ball is. We have drawn one ball of a certain size, and it is already a certain distance from our ground. How long it takes the ball to reach the ground tells us how big the ball is around. For instance, given the size I drew mine (which you can see in the provided *.fla file), if you said â1 secondâ then itâs about the size of a beach ball. If you said â0.5 second,â it would be a softball. â3 seconds?â The NYC Times Square New Yearâs Ball with all the lights and expensivenessâyou get the point. Timing affects a great deal in physics; you want to understand why so you can break the rules to the greatest effect.
Image 1.2 Depending on the timing of a fall, the same size circle could represent a range of sizes.
The trick here is to use your brain as a simulator. You drew your bouncing ball already; now close your eyes and imagine it bouncing. Without even thinking about it you have come up with how long it will take the ball to hit the ground and how long it will take to bounce back up. I could tell you to do that with anything. Think of an asteroid. Now close your eyes and make it explode into a magnificent spectacle. Do the same thing with a chipmunk (those unholy creatures who eat the tomatoes right off the vine that someone tried very hard to cultivate). Thatâs your imagination at workâthe worldâs greatest render machine. So if you go back to the bouncing ball, the goal is to take that information you created in your imagination and use it in our t...