Tradigital Animate CC
12 Principles of Animation in Adobe Animate
Stephen Brooks
- 348 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Tradigital Animate CC
12 Principles of Animation in Adobe Animate
Stephen Brooks
About This Book
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.
-
Frequently asked questions
Information
Chapter 1
TIMING
INTRODUCING
Timing
A WORD ABOUT
Graphics Tablets
BOUNCING BALL Timing
Setting Up
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.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.)PART I
âDrawing The Ballâ
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 BB1.1Shift
as youâre dragging to force Animate CC to draw a perfect circle). Image BB1.2V
) from the toolbar and double-click the circle we just drew to highlight all of it.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