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To create a shape tween you need to draw or place an editable shape in a keyframe.. Changing Shape Positions with Shape Tweening Animate a Ball with Shape Tweening Create a new Flash

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To create a shape tween you need to draw or place an editable shape

in a keyframe Use any of Flash's drawing tools or import a vector shape from another vector drawing program If you want to apply a shape tween to grouped artwork or a symbol, you can break apart the group or enter symbol editing mode and apply the shape tween to any editable shape in the symbol's Timeline You can quickly view your ani-mation by exporting it with the Test command (in Flash Professional)

By default, Flash loops animations in the Flash Player

Changing Shape

Positions with Shape

Tweening

Animate a Ball with

Shape Tweening

Create a new Flash document

Select the Oval tool on the Tools

panel

Set the Stroke Color to None.

On the first frame, draw a circle on

the left side of the Stage

Select the first frame

Click the Insert menu, and then

click Shape Tween.

Click frame 20 in the Timeline

Click the Insert menu, point to

Timeline, and then click Keyframe.

Flash tints a shape-tweened span

a pale green

TIMESAVER Press F6 to add a

keyframe

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2

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3

4

Circle position

on Frame 1

2

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Select the Selection tool on the

Tools panel

Select the circle on frame 20 and

drag it to the right side of the

Stage

Click frame 40 in the Timeline, and

then add another keyframe

Select the circle shape on frame

40 and drag it back to the left side

of the Stage

Click the Control menu, point to

Test Movie, and then click Test.

The ball animates back and forth

across the screen

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Circle position on Frame 20

Circle position on Frame 40

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Many of the same motion effects can be applied using either motion or shape tweening What differentiates shape tweening from motion tweening is that shape tweening is applied to editable shapes You can change the form of the shape on either keyframe and these changes will be applied gradually by Flash across the tween, slowly morphing one into the other Additionally, you can combine movement with this tweening process, so your shape can change its shape as it changes its location

Changing Shape

Position and Form

Simultaneously

Combine Shape Tweening and

Movement in a Ball Animation

Create a shape tween of a moving

ball that begins on the left side of

the Stage, hits the right side of the

Stage, and then returns to the left

Click to place the playhead

between the first and second

keyframes in the shape tween

Click the Insert menu, point to

Timeline, and then click Keyframe.

Select the Selection tool on the

Tools panel

Place the pointer on the left edge

of the shape and pull it to create a

tail off the circle

The shape must be deselected on

the Stage to pull the edges of the

shape

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2

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4

5 Shapes must be deselected to pull the edges.

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1

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Click to place the playhead

between the second and third

keyframes in the shape tween

Click the Insert menu, point to

Timeline, and then click Keyframe.

With the Selection tool still

selected, place the pointer on the

right edge of the shape and pull it

to create a tail off the circle

Click the Control menu, point to

Test Movie, and then click Test.

The ball stretches as it animates

back and forth across the screen

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New keyframe placed at Frame 30.

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See Also

See "Changing Shape Positions with

Shape Tweening" on page 280 for

infor-mation on animating a moving ball

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When shape tweens are applied to keyframes, the Property Inspector enables several options for controlling how Flash draws the tweened frames Settings such as easing in and easing out enable you to control how the shape changes are distributed across the frames in the tween

Frame Blending allows you to set preferences to let Flash know which qualities to maintain during the tween

Adjusting Shape

Tween Properties

Set Shape-Tween Properties

Click the Window menu, and then

click Properties to open the

Property Inspector

Select a keyframe with shape

tween applied

Choose from the following

settings:

Ease This sets the speed at

which your object eases in or

out of its motion A positive

value eases in, a negative value

eases out

Blend The Distributive option

smoothes out the tweened

shapes, while the Angular

option preserves corners and

straight lines in the shape

tweens

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2

3

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Because shape tweening can only be applied to editable shapes, you can't use the same color style effects that are available to instances

Instead, you must make these changes directly to the shape using the color palettes, the Color panel, or the Swatches panel When shape tweening is applied, differences in color and alpha are tweened along with any shape changes This applies to strokes as well as fills

Changing Shape

Tweening Color and

Alpha Options

Change Shape-Tween Color

Select the beginning or ending

keyframe in a shape tween or

select the shape on the Stage

Click the Window menu, and then

click Color, if necessary

TIMESAVER Press Shift+F9 to

open the Color panel

Make changes to the shape's

stroke and fill colors by entering

values in the RGB, HSB, and Alpha

fields, or by using the list arrows to

the right of these fields

Click the Control menu, point to

Test Movie, and then click Test.

The shape color changes as the

shape tweens

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3

2

1

Stroke Color Fill Color

Did You Know?

You can use any palette available to

change the color of a shape in a

tween In addition to the Color Mixer,

there are palettes located on the Tools

panel, Property Inspector, and

Swatches panel

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See Also

See “Modifying Instance Color Styles

and Blends” on page 158-159 for more

information on working with color and

alpha options

Color Picker

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Sometimes it isn't possible to predict how some, more complicated, shapes will tween To exercise greater control over the tweening process, you can set shape hints to guide how Flash draws the in-between frames You simply specify a beginning shape hint and then a corresponding end shape hint In this way, Flash will know which parts

of the shape in the first keyframe will transform into which parts in the end keyframe Even with shape hints enabled, the results can be unpre-dictable, but you will have a greater control over the process

Using Shape Hints

Set Shape Hints

Create a shape tween of a simple

shape into a complex shape

Click to place the playhead on the

first frame of the shape tween

Click the Modify menu, point to

Shape, and then click Add Shape

Hint.

A small red, circle with a small

letter on it appears in the center of

the shape The first letter is "a"

Shape hints appear in alphabetical

order "a, b, c…" You can use up to

26 hints in one tween

TIMESAVER Press Shift+A+H

(Mac) or Ctrl+Shift+H (Win) to

insert a shape hint

Drag the shape hint to an area of

the shape you want to control

Click to place the playhead on the

last frame of the shape tween

The corresponding shape hint

appears as a small green circle

with a corresponding letter that

matches the beginning hint

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4

3

2

1 Beginning shape hint “a”

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2

Place start shape hints

on problem areas.

Did You Know?

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Drag the corresponding end shape

hints to the part of the shape that

corresponds to the placement of

the beginning shape hint

"a" should correspond with "a", "b"

should correspond with "b", etc

Move the playhead back to the

first frame

Repeat steps 3, 4, 5, 6, and 7 until

you have set and placed shape

hints on all areas of the shape you

want to control

Click the Control menu, point to

Test Movie, and then click Test.

The shape hints help make

complex shape tweens more

predictable

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Animation with Shape Hints

Did You Know?

You can remove shape hints Drag

shape hints off the Stage or click the

Modify menu, point to Shape, and then

click Remove All Hints

You should place your shape hints

consecutively in a clockwise or

counter-clockwise direction Placing

shape hints out of order can confuse

Flash and often produces unwanted

results

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In addition to creating animation using the Timeline and Property Inspector, you can also use

ActionScript to animate movie clips, buttons, text, and components You can animate any

instance name with ActionScript For an ActionScript 3.0 example, see Project 4, “Modifying an

Object with ActionScript in the Workshops, available at www.perspection.com For ActionScript

2.0, you can animate an object over time and change any ActionScript property, such as scale,

rotation, color, and transparency ActionScript provides two events that work well for

anima-tion: onEnterFrame and setInterval The onEnterFrame event is a continuously executing event

based on the frame rate of your movie until you stop (delete) it The setInterval event is a

contin-uously executing event for only a certain period of time The one disadvantage of these actions

is the large use of memory and CPU, so you need to clear it

onEnterFrame event The following example is a frame script that animates a movie clip

to the right until it reaches the position it should be in:

myMovieClip.onEnterFrame=function()

{

if(this._x<300) {

this._x+=10;

} else { delete this onEnterFrame;

setInterval event This event requires two parameters: funtionName and an interval

(amount of time in milliseconds between executions) If your interval is smaller than

your frame rate, the screen cannot refresh If your interval is greater than your frame

rate, it executes as close as possible The following example moves a TextArea

component to the right every 10 milliseconds until it has reached its final location:

myInternval=setInterval(textAreaMove, 10);

function textAreamove() {

if (textAreaInstance._x<300) {

textAreaInstance._x += 10;

} else

Creating Animation Using ActionScript

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