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Slide1. How to start Adobe Flash? Ans. Click on Start> All Programs> Adobe Design Premium CS5.5 >Adobe Flash Professional CS5.5 How to make the workspace,

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Presentation on theme: "Slide1. How to start Adobe Flash? Ans. Click on Start> All Programs> Adobe Design Premium CS5.5 >Adobe Flash Professional CS5.5 How to make the workspace,"— Presentation transcript:

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2 How to start Adobe Flash? Ans. Click on Start> All Programs> Adobe Design Premium CS5.5 >Adobe Flash Professional CS5.5 How to make the workspace, default? Ans.Click on windows> workspace layout> default

3 What is Animation? Ans. Animation is the rapid display of a sequence of images of 2-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways.

4 Example of a jumping ball

5 Source: http://en.wikipedia.org/wiki/Animation

6 Some other Example of a Animation

7 What is Flash? It is an authoring tool that allows you to change anything from a simple animation to a complex interactive web application. It uses vector graphics, which means that the graphics can be scaled to any size without losing clarity/quality Source: http://www.w3schools.com/flash

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11 Stage : It is the rectangular canvas that defines the visible area during playback. We arrange graphics, videos, buttons & other elements on the Stage while authoring projects. The default settings are: Size: 550 Px(Width) X 400 Px(Height) Ruler Units: Pixels BG Colour: White Frame Rate: 24 fps Auto-Save: in 10 Min

12 Movie : A flash file is also known as movie Frame : Basic unit that defines the length of time in a movie. Timeline : It controls the timing that specifies when elements in the movie appear on the Stage. The playhead begins at Frame 1 and moves from left to right as the movie proceeds through the frames. Layer : Invisible sheets on stage used to separate and organize content in a movie. Property Inspector: It displays contextual information about the attributes of any selected object; you can edit these options to adjust an object's settings. It is also called as Property Window.

13 Library Panel: It contains media elements and symbols that are stored for a project. Use: this panel is to used to manage and organize the project's elements. When you publish a SWF file, only the Library items you actually use are included in the published file; you don't have to "clean out" unused elements that weren't used because they won't increase the published SWF file's size (although they do increase the size of the master FLA file).

14 Authoring : Creating & Editing a flash movie file.fla : the extension of a saved flash file..swf : the extension of a published flash file. We publish flash file in order to run the file independently. SWF stands for ShockWave File. Tweening: The process of creating the frames between first frame and the last frame of any animation.

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16 Selection (V) Sub-Selection (A) Free Transform (Q) 3D Rotation (W) Text (T) Line (N) Lasso (L) Pen (P) Rectangle (R) Pencil (Y) Brush (B) Deco(U) Eye Dropper(I) Eraser (E) Bone(M) Paint Bucket(K)

17 Hand (H) Zoom (Z) Stroke Colour Snap to Object Fill Colour Black & White Swap Colour Object Drawing (J)

18 Selection (V): used to select objects by clicking them or by clicking outside and dragging a rectangle around what you want to select. When selecting shapes on the stage, double- click to select both the fill and the stroke. Lasso (L): is another selection tool that can be used to select more precisely than the Arrow tool. Simply draw a shape as you would with any other drawing tool; make sure you close the shape before releasing the mouse or odd selections may be made. Line (N): It is used to draw straight lines from point to point on the stage. Text (T): It is used to manually create text fields on the stage. Pencil (Y): The pencil tool is lot like drawing with real pencil. Stroke Weight and the line quality can be adjusted through property inspector. Rectangle (R): It is used to draw rectangular shapes. Shortcut Key to Make tools visible : Ctrl+F2

19 Free Transform (Q): This tool is used to manipulate objects on the stage through the use of several small boxes, called handles, which appear around the object when object is selected with this tool. It can be used to size, rotate, and skew the selected object by clicking and dragging. Pen (P): The pen tool is used to draw precise paths, straight lines and curved lines. Oval (O): The Oval tool is used to draw circular shapes. Holding the Shift key will draw a circle. Polystar: The PolyStar tool is used to draw multisided polygons or multipoint stars. No. of sides can be adjusted using the Property Inspector. Sub Selection (A): works similarly to the Arrow tool, except the Subselection tool is designed to specifically select vector points. Gradient Transform (F): The Gradient Transform tool is used to adjust gradients or bitmap fills in shapes on the stage

20 Paint Brush (B): It is like the Pencil Tool, only the line quality is a bit more like using paint rather than lead or ink. Ink Bottle (S): The Ink Bottle tool is designed to help make adjustments to line segments on the stage through stroke properties. Paint Bucket (K): The Paint Bucket tool is used to change fill settings of shapes on the stage. Eye Dropper (I): The Eyedropper tool is used to snag properties of either strokes or fills. As you hover over a line or fill of a shape, a small icon will appear with an eyedropper to indicate which you are working with. When you've made your selection, the tool will automatically change to either the Paint Bucket (for fills) or the Ink Bottle tool (for strokes). Eraser (E): The Eraser tool is used to erase both fills & strokes. Hand (H): It is used for moving the view of the stage

21 Bone Tool: Adobe Flash CS4 Professional & above includes a new Bone tool that enables you to link symbols together quickly and easily in a parent/child relationship commonly referred to as inverse kinematics. The entire bone structure is also referred to as an armature. You can apply a armature to a series of movie clip symbols or to a raw vector shape that can then be manipulated across time by dragging the armature to a new pose.

22 Zoom (M, Z): Used to zoom in. For Zoom out press Alt key and then click on the stage. Black and White: Instantly change the stroke color to white (#FFFFFF) and the fill color to black (#000000). No Color: Set the selected color (either fill or stroke) to not be created when drawn. Swap Colors: Swap the current colors of the fill and stroke.

23 Frame by Frame Animation: In this the contents of the stage is changed in every frame.

24 Steps 1.Select the circle tool from the left toolbar. Draw the circle in the Stage area. 2.Select the Selection tool (V) from the left toolbar and select the circle. 3.From the top menu choose Modify > Convert to Symbol. Name the symbol "Ball", and select OK. When the circle is converted to a symbol we can create instances of the circle. 4.Go to Frame 20 in the Timeline. Do this by clicking the gray field below 20. Then right click in this field. Choose Insert Keyframe or press F6. This operation duplicates the image. Note: A keyframe specifies changes in an animation. You create keyframes at important points in the Timeline and let Flash create the frames in between. 5.Select the circle & move it to the right corner of the stage. 6.Click on the Timeline any place between Frame 1 and Frame 20. Then right click and choose Create Motion Tween. 7.Choose Control > Test Movie from the top menu or press Ctrl+Enter to test your Flash movie. Example 1: To make an object move across the screen.

25 Draw the tools and Name them.(P.No. 19)

26 Symbols: It is an item stored in the library to be used once or multiple times throughout your Flash file. If you edit a symbol, all copies of that symbol will reflect the changes of the original. Instance: copy of a symbol. Types of Symbol 1.MOVIE CLIP: They have their own multiframe timeline, that is independent of the main timeline. 2.BUTTON: Used for creating interactive buttons that respond on mouse clicks, rollover or other actions. 3.GRAPHIC: Used for static images.

27 Steps to create a Symbol 1.Select an element/ s on the stage. 2.Select Modify>Convert to Symbol. 3.The following dialog box appears. 4.Type the name of the symbol. 5.Select the behavior (Type). 6.Set the registration.

28 Steps to create a Motion Tween Animation 1.Draw an object and convert it to a symbol. 2.Insert a keyFrame on 40 th Frame or any other frame in timeline. 3.Right Click on timeline and select Create Motion Tween 4.Move the symbol to a new position. 5.Change the motion path as you want. 6.Play your file.

29 Steps to create a Shape Tween Animation 1.Draw an object on first Frame. 2.Insert a keyFrame on 40 th Frame or any other frame in timeline. 3.Modify the object using sub-selection or free-transform tool. 4.Right Click on timeline and select Create Shape Tween 5.Play your file. Steps to create a Classic Tween Animation 1.Draw an object and convert it to a symbol. 2.Insert a keyFrame on 40 th Frame or any other frame in timeline. Move the object to a new position. 3.Right Click on timeline and select Create Classic Tween 4.Play your file.

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