Using Adobe® Flash® CS3 Professional for Windows® and Mac OS All PDF documentation is available through the Adobe Help Resource Center, . Flash. To access Adobe Creative Suite 3 video tutorials, visit Adobe Video Workshop at. Adobe Flash CS3 Tutorial: (Tutorial #2). Creating an Animated Banner. Overview of the Animated Banner. The animated banner you will create is shown above. PDF generated using the open source mwlib toolkit. . Flash - being organized ( some advice for beginning Flash CS3 designers). 5. Actionscript 3 -- a complete.

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Traditionally Flash as provided to two types of tweened animation: motion and . read: ciofreedopadkin.ga Flash CS3 is a huge program and it is possible to use the application for years without utilizing the full range of tools available. This tutorial will focus on. This lesson will be the first in a series where all the animation techniques in Flash CS3 will be explained in detail. Motion tween animation is.

On the other hand, a Frame is used to prolong the duration of a Keyframe, whenever you want it to last more, but without changes. You will see this in a moment.

But you can't see the floor now, because it exist only in the first frame of its layer. To change this, right-click on frame 11 of the floor layer and select Insert Frame.

This shows you that the first keyframe of the floor layer lasts until frame 11 without any change. It has been prolonged in duration by the addition of a simple frame.

Table of contents

And that's exactly what you need, because the floor needs to be seen at all times, together with the ball, but without any changes. Also, notice that you have added a frame while this layer has been locked. That's perfectly OK. You can add or remove frames and keyframes from a layer even while it's locked. Since you won't be making any modifications to the floor layer, it is best to keep it locked, thus preventing any possibility of accidentaly adding or removing something from it.

I recommend using the keyboard, because you will move the ball straight down, while it is possible that you can accidentally move it left or right with your mouse.

Since you need the ball to fall straight down, use your keyboard.

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Move it down to the floor. You will now animate this ball. Right-click either on the first keyframe of the basketball layer or anywhere between the two keyframes and select the Create Motion Tween option from the contextual menu.

If you have done everything as I've shown you up until now, you should see a continuous arrow appear between the two keyframes, on a magenta background. The image above shows how a successful motion tween looks like in the timeline. If anything went wrong, the arrow would be discontinued dashed. That's how Flash tells you that something doesn't click. To be able to make a successful motion tween animation, please note the following: You must use either a movieclip symbol which is my favorite symbol, because of its versatility or a graphic symbol.

Flash CS3 frame-by-frame animation tutorial

You cannot animate a simple drawing. If you try that, Flash will attempt to animate it, and you will get unexpected and bad results. Also, remember that for a motion tween to be successful, a single symbol must be present in the layer where the animation is taking place either a movieclip or a graphic symbol.

You can not have multiple symbols or a movieclip and some other drawings or objects in the same layer if you want to have a good motion tween animation. You will see your ball falling to the floor again and again. This is standard Flash behavior - an animation will loop endlessly unless you stop it via ActionScript, but that is not important right now. As you certainly noticed, the ball is somewhat slow.

Let's speed up the animation. Close the test window by pressing the close button in its upper right corner, to return to the Flash authoring environment. Increase the Frame rate to 24 fps. Click OK. You should see your ball move much faster now. This is the result of the frame rate increase.

The abbreviation fps means frames per second. It is the number of frames the playhead in your Flash movie passes through in 1 second.

Close the test movie window now. Top of page 3. Making the ball bounce Now, you are going to repeadetly insert new keyframes and change the position of the ball to be able to create the bouncing movement. Do like you did before: right-click on the frame and select Insert Frame. You will easily remove any surplus frames later, don't worry about it. If you are not sure where you are in the timeline, just look below the layers. There, you can clearly see where you are. Disadvantage is that frame-by-frame drawing is very time consuming work.

Therefore, most often, designers use a combination of frame-by-frame animation and interpolation techniques called tweening in Flash lingo. Often, frame-by-frame animation is used to animate single objects that in turn can be used as part of larger Flash animations. A typical example are buttons that highlight when you move the mouse over them or when you click on them.

The principle of frame-by-frame animations made with drawings is that you draw various versions of the same objects in different frames.

A frame is a drawing that is displayed at a given time. In the timeline, each stop in each layer of the timeline is a frame and they are numbered from 1 to whatever length your animation has. Let's start by introducing the meaning of a few symbols in the timeline. We later will come back to these. If you feel that display of timeline elements is too tiny, you can fix this with the time line options little pull-down menu in the upper right.

This menu also allows displaying a preview of the animation but that takes up space of course. When you start drawing with Flash, everything is drawn by default into a first frame in layer 1. There are other symbols that can appear in the timeline and we will introduce them later as we need these. We now will introduce three frame-by-frame animation examples. Alternatively, you also can first create so-called movie clip symbols and then edit these objects as described in the end of this article.

Have a look at the this simple animation first. The principle is quite simple: We will insert new letters in new keyframes.

One could do this by inserting "H" into keyframe 1, then add "E" to keyframe 2 etc. We will do something slightly different here, i.

We insert the letter "H" in frame 1 alternatively you may start in frame 5, i. Anyhow, later you always can add extra empty frames. Now we repeat this procedure by adding new letters in new frames. So first we will transform frame 5 into a new keyframe. It is important to understand that there are two kinds of new keyframes:.

Right-Click on Frame 1 and Insert Frame not a keyframe! Repeat this times. As you create new documents, Flash adds them to this list. Clicking one of the file names listed here tells Flash to open that file. Clicking the folder icon lets you browse your computer for and then open any other Flash file on your computer. Create New. Clicking one of the options listed here lets you create a brand-new Flash file.

Flash gives you two choices: Flash File ActionScript 3. With this choice, you can take advantage of the Flash Behaviors panel, a great way to learn ActionScript.

There are other options, too. Create From Template. Clicking one of the little icons under this option lets you create a Flash document using a predesigned form called a template. Using a template helps you create a Flash animation quicker because a developer somewhere has already done part of the work for you. There, you can download Flash components, sound files, and other goodies some free, some fee, and all of them created by Flash-ionados just like you that you can add to your Flash animations.

Getting Started, New Features, Resources.

Each toolbar and panel plays a part in the life of an animation, and most are designed to give you, the animator, full and flexible control over your creation. Once you know why and how to use each type of control, all becomes clear. The commands on these menus list every way you can interact with your Flash file, from creating a new file—as shown on Preparing to Draw —to editing it, saving it, and controlling how it appears on your screen.

Using these menu choices, you can perform basic tasks such as opening, saving, and printing your Flash files; cutting and pasting sections of your drawing; viewing your drawing in different ways; choosing which toolbars to view; getting help; and more. On a Mac, you can also drag down to the option you want. Let go of the mouse button to activate the option. Several of the options on each menu include keystroke shortcuts that let you perform an action without having to mouse all the way up to the menu and click it.

For example: Insert. Selections here let you make changes to your work. For example, this is the menu you want when you want to rotate or scale shrink or enlarge a piece of your drawing. The options in this menu let you work with the text you add to your drawings. Here, you can set standard text characteristics such as font, alignment, and spacing; you can also run a spell check.

Adobe 38039336 - Flash CS3 Professional Tutorial

Options here allow you to create and run commands commonly called macros in other programs. Commands are series of tasks you perform in Flash.

The next time you need to make those changes to a different document, all you have to do is run the command. This menu helps you test your animation. You can run your animation, rewind it, or even slow it down so that you step through one frame at a time—great for troubleshooting. The Stage The Stage, located at the dead center of your Flash workspace, is your virtual canvas.

The Stage is also your playback arena; when you run a completed animation—to test it out and see if it needs tweaking—the animation appears on the Stage. At the beginning of this chapter, you saw a Flash desktop with a blank Stage. Work area is the technical name for the gray area surrounding the stage, although many Flash-ionados call it the backstage. This work area serves as a prep zone where you can place graphic elements before you move them to the Stage, and as a temporary holding pen for elements you want to move off the Stage briefly as you reposition things.

If you decide you need to rearrange these elements on the Stage, you can temporarily drag one of the circles off the Stage. The Stage is where you draw the pictures that will eventually become your animation.

The work area gray gives you a handy place to put graphic elements while you figure out how you want to arrange them on the Stage. Here, a text box is being dragged from the work area back to center Stage. Note The Stage always starts out with a white background, which becomes the background color for your animation. The difference is that toolbars are small and show only icons; panels are larger and show whole rafts of settings you can change.The ball's fall gets shorter, so you have to make your motion tween shorter accordingly.

About this book

If you try that, Flash will attempt to animate it, and you will get unexpected and bad results. You have just learned how to do a basic motion tween animation in Flash CS3, the difference between frames and keyframes, and how to achieve an easing effect. As it is moving up, its slowing down.

A frame is a drawing that is displayed at a given time. Reuse Symbols in Flash CS3 Reusing symbols reduces the file size of the animation and makes it faster to load. For more information on accessibility, check out these Web sites:. Maskani Ya Taifa.