Archive for November, 2007

Here s a silly phrase to help you remember (Web host)

Thursday, November 15th, 2007

Here s a silly phrase to help you remember the procedure for creating a motion tween: Funny First keyframe Objects Object place it Love Last keyframe Moving Move object In In the middle click between the keyframes Tweens Tween select Motion from the Tween drop-down list Scaling and rotating an animated object Okay, so you re creative and ambitious and want to do more. Changing other properties of your graphic while you re moving it is easy. In Step 5 of the procedure in the preceding section, you can scale and rotate (including skewing) your object. Use the Free Transform tool, located on the Tools panel, or any other method of changing size or rotation. (Refer to Chapter 4 for instructions on scaling and rotating objects.) In Step 7 of the motion tweening procedure in the preceding section, complete the rest of the settings in the Property inspector, as shown in Figure 9-6 (and described in the following text). After you specify motion tweening, settings appear in the Property inspector, letting you specify how your motion tweening will work: To put into effect any scaling changes you made, select the Scale check box. Enabling Scale has no effect if you don t change the object s size when you create the motion tween. Clearing the Scale check box disables the scaling. To rotate your graphic, select one of the Rotate options from the dropdown list. The Auto option automatically rotates the graphic once in the direction that uses the least movement. Or, you can choose to rotate it clockwise (CW) or counterclockwise (CCW) and then type the number of Figure 9-6: The Property inspector. 194 Part IV: Total Flash-o-Rama
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Moving symbols, groups, and type You can motion (Web host forum)

Thursday, November 15th, 2007

Moving symbols, groups, and type You can motion tween symbol instances, objects that you ve made into a group, or type (text). You can not only move them but also change their size, rotation, and skew. And, in the case of instances, you can also motion tween their color. (To change the color of groups or text during motion tween, you have to convert them into symbols first.) See Chapter 7 to discover all about symbols and instances. To skew an object means to slant it along one or both axes. To create a simple motion tween animation, follow these steps: 1. Right-click (Windows) or Control+click (Mac) an empty frame where you want the animation to start and then choose Insert.Keyframe. The Timeline s first frame is always a keyframe, so if you re starting from the first frame, just click the frame. 2. Create a group or text block or drag a symbol instance from the Library. Refer to Chapter 7 for the details on creating symbols and instances. Refer to Chapter 2 for the lowdown on using the Library. 3. Create another keyframe where you want to end the animation. 4. Move the object to a new position. 5. If you want to change the object s size, rotation, or color (as we explain in the sections that follow), make the adjustments at this point. See the next two sections of this chapter for details. 6. Click anywhere in the tween before the last keyframe. The frame just before the last keyframe is a good place to click. 7. Choose Window.Properties.Properties to open the Property inspector if it s not already open. If necessary, click the collapse arrow on the Property inspector title bar to expand the inspector to its full size. 8. From the Tween drop-down list in the Property inspector, select Motion. Flash creates the motion tween. If you want to change the object s size or rotation, specify the settings in the Property inspector, as we explain in the next section. You re done! Click the first frame and press Enter (Windows) or Return (Mac) to play the animation. Chapter 9: Getting Animated 193
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1 2 3 4 5 6 7 9 (Web hosting script)

Wednesday, November 14th, 2007

1 2 3 4 5 6 7 9 8 Figure 9-5: You can draw any path and animate an object along the path. 192 Part IV: Total Flash-o-Rama
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Web site construction - Motion tweening: This is probably the most

Wednesday, November 14th, 2007

Motion tweening: This is probably the most common type of tweening. Simple motion tweening moves your objects in a straight line from here to there. Flash can, however, easily handle animation along any path that you create, even one with lots of curves. Shape tweening: This type of tweening gradually changes any shape to another shape. You create the first and last shapes. These days, kids call it morphing. The results may be a little unpredictable, but always interesting. You can add shape hints to try to tell Flash exactly how you want your shape to morph. And with both motion tweening and shape tweening, you can Change an object s size: For example, if you make an object smaller as you move it, the object often appears to be moving away from the viewer. Rotate an object: You specify the amount of the rotation. Flash combines the motion or shape tweening with the rotation so that you get both effects at one time. Change color and/or transparency: Flash creates a gradual change in color based on your starting and ending colors. Animating your graphic s transparency is a particularly cool effect because it lets you fade objects in and out, making them magically appear and disappear at just the right moment. Of course, you can create several animations, one after another, to mix and match the effects. You can also combine frame-by-frame animation with tweened animation. Let your imagination soar! From here to there motion tweening In motion tweening, you move an object from one place to another. The movement can be a straight line or any path that you can draw with the Pencil tool. Figure 9-5 shows a few frames from a motion tween that uses a looped path. While the animation progresses, the skateboarder image also scales down to 50 percent of its original size so that it appears to be moving away from you. In this example, the path is made visible so that you can see how the animation works. You usually hide the layer that contains the path. Chapter 9: Getting Animated 191
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Stillness in the night Regular frames cannot contain (Web host server)

Wednesday, November 14th, 2007

Stillness in the night Regular frames cannot contain changes. Therefore, if you insert a graphic in the first keyframe, the graphic remains throughout the Timeline until it reaches another keyframe with a new graphic. For several reasons, you might need to copy objects over a number of frames. Sometimes, you want a still image to sit unmoving for a while on a layer of your animation as a background image, for example while your animation moves in front. A background gives context to your animated objects. Even animated objects often need to remain on the Stage after they ve finished moving about. A key element of animation is timing, and for example, an animated character is often still for a few moments (even in Disney cartoons) before taking its next action. To make this happen, add a new layer for your background or other object. With that layer active, create or paste your object (or objects) at the starting frame you choose. Then click your chosen ending frame and choose Insert. Timeline.Frame. Flash duplicates your image throughout all intermediate frames. As a shortcut, after you have your object or objects in the starting frame, Alt+drag (Windows) or Option+drag (Mac) the frame along the Timeline until you reach the last frame that you want to contain the object. Flash copies the contents of the first keyframe through all the frames. If you copy the objects to a keyframe, they remain on the Stage until the next keyframe. The Animation Tween If your animation follows some simple guidelines, you can save yourself lots of work (and control your file size, too) by using Flash to calculate the in-between frames for you automatically. You create just the first and last keyframes, and Flash figures out what should go in-between. In animation technobabble, that s called tweening a quick, fun way to create great animations. You can do a lot with Flash s tweening capabilities, including 190 Part IV: Total Flash-o-Rama
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Web host 4 life - 1 2 3 4 5 6 7 Figure

Tuesday, November 13th, 2007

1 2 3 4 5 6 7 Figure 9-4: A complex animation must be created frame by frame. Chapter 9: Getting Animated 189
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Frame after frame after frame If your animation (Web hosting solutions)

Tuesday, November 13th, 2007

Frame after frame after frame If your animation isn t a simple motion in an easily definable direction or a change of shape or color and isn t one of the prebuilt Timeline effects you probably need to use frame-by-frame animation. If you must, you must. Some complex animations just have to be created frame by frame. The basic procedure is simple. To create an animation by using the frame-by-frame technique, follow these steps: 1. Select a frame in the row of the layer that you want to use. The animation starts in that frame. 2. Right-click (Windows) or Control+click (Mac) the frame and choose Insert Keyframe from the menu that appears. The first frame on a movie s Timeline is automatically a keyframe, so you don t have to create it. 3. Create the graphic for the first frame. You can import a graphic, paste a graphic from the Clipboard, or use the Flash drawing tools. (Refer to Chapter 3 for help with creating or importing a graphic.) 4. Right-click (Windows) or Control+click (Mac) the next frame and choose Insert Keyframe again. The next frame on the Timeline now has the same graphic as the preceding one. 5. Modify the graphic to create the second frame of the animation. 6. Repeat Steps 4 and 5 until you ve created all the frames that you need for your animation. While you work, you can continually check your cool animation by pressing Enter (Windows) or Return (Mac) to play it back. Figure 9-4 shows frames of an animation as the word New! is created from a few specks on the page. 188 Part IV: Total Flash-o-Rama
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Animating with Keyframes (Database web hosting) Keyframes are the frames that

Monday, November 12th, 2007

Animating with Keyframes Keyframes are the frames that are key to your animation. In frame-by-frame animation, every frame is a keyframe. In tweened animation, only the first and last frames of a tween are keyframes. By creating keyframes, you specify the duration and therefore the speed of an animated sequence. To create a keyframe, select a frame on the Timeline and choose Insert. Timeline.Keyframe. For faster service, right-click (Windows) or Control+click (Mac) a frame on the Timeline and choose Insert Keyframe from the contextual menu that appears. You can also press F6. You can change the display of the appearance of frames on the Timeline by clicking the Frame View button in the upper-right corner of the Timeline. This action brings up the Frame View pop-up menu. With this menu, you can Set the width of frame cells to Tiny, Small, Normal, Medium, or Large. Decrease the height of frame cells by choosing Short. Turn on or off the tinting of frame sequences. Choose to display a thumbnail of the contents of each frame. This is an awesome feature, like unspooling a reel of film. If you choose Preview, the thumbnail is scaled to fit the Timeline frame; if you choose Preview in Context, the thumbnail also includes any empty space in the frame. Figure 9-3: You can use the Drop Shadow effect to automatically add a shadow behind your graphics. Chapter 9: Getting Animated 187
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To add animation by using Timeline effects, do (Best web site)

Monday, November 12th, 2007

To add animation by using Timeline effects, do the following steps: 1. Select an object that you want to animate. You can apply Timeline Effects to a shape, text, a bitmap image, a graphic symbol, a button symbol, a group, or a movie clip. 2. Choose Insert.Timeline Effects and the submenus you want. For example, from the Assistants submenu, you can choose Copy to Grid or Distributed Duplicate. From the Effects submenu, you can choose Blur, Drop Shadow, Expand, or Explode. From the Transform/Transition submenu, you can choose Transform or Transition. The Effects Settings dialog box opens for the effect that you select. Figure 9-3 shows the effects setting dialog box for the Drop Shadow effect. 3. In the Effects Settings dialog box, modify any of the default settings if you want to change them and then click OK. The Effects Settings dialog box disappears. Flash automatically creates a new layer. The layer has the same name as the effect but with a number appended corresponding to the number of Timeline effects that you ve created so far. Flash also automatically puts your object inside a new symbol, which is in turn inside a new graphic symbol that contains all the new tweens and transformations needed for the effect. Flash transfers all this to the new layer. 4. Choose Control.Test Movie to view your animation. Your movie is exported to a Flash Player ( swf ) window. 5. To further adjust your Timeline effect, close the Flash Player ( swf ) window and click the Edit button in the Property inspector. The Effects Settings dialog box for your Timeline effect reappears. 6. Repeat Steps 4 and 5 as desired. To delete a Timeline effect, follow these steps: 1. On the Stage, right-click (Windows) or Control+click (Mac) the object with the Timeline effect that you want to remove. A contextual menu appears. 2. Choose Timeline Effects.Remove Effect from the contextual menu. The Timeline effect is removed, and the original layer names are restored. 186 Part IV: Total Flash-o-Rama
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Turtle or hare? All you need to do (Abyss web server)

Sunday, November 11th, 2007

Turtle or hare? All you need to do to make animation work is to view your sequence of still images over time at high speed. Unless you have a remarkable attention span, one image per second is way too slow. Silent movies were typically 16 or 18 frames per second (fps). With the arrival of talkies, the speed got bumped up to 24 fps for better quality sound. On your television, the speed is roughly 30 images per second. The smoothness of the playback of your animation depends not only on the frame rate that you specify but also on the complexity of the animation and the speed of the computer that s playing it. Generally, 12 fps is a good choice for Web animation. Luckily, that s the default rate in Flash. To change the frame rate for your animation, follow these steps: 1. Double-click the Frame Rate box (which displays a number and the letters fps) at the bottom of the Timeline to open the Document Properties dialog box. Alternatively, you can choose Modify.Document. 2. In the Frame Rate text box, type a new number (in frames per second). You can set only one frame rate for all the animation in your current Flash file, and you should set the frame rate before you start animating. 3. Click OK to set the new speed and close the dialog box. A Flash movie s frame rate represents the maximum speed at which the movie runs. Flash animation has no guaranteed minimum speed. If your animation is lagging or bogging down, increasing the frame rate doesn t help at all; in fact, it might make things worse. Creating Animations Instantly with Timeline Effects You can instantly create complex animations in Flash simply by choosing from a list of Timeline effects and applying one to your art. With Timeline effects, you can use prebuilt animations to make your art spin, shrink, explode, expand, fade in or out, and do many other tricks, with just a few clicks of your mouse. Chapter 9: Getting Animated 185
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