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.. Using Shape Hints
Trang 1When 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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Trang 2Because 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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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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Trang 3Sometimes 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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Place start shape hints
on problem areas.
Did You Know?
You can show all shape hints Click
the View menu, and then click Show
Shape Hints
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Trang 4Drag 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
Trang 5In 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 clearInterval(myInterval);
} }
Creating Animation Using ActionScript
Trang 6Inverse Kinematic (IK) allows you to stretch
and bend shape objects and link groups of
symbol instances to make them move
together in naturalistic ways using an internal
structure of bones to create character
anima-tion
You can add bones to the interior of a
shape or to separate symbol instances When
you move one bone, the other connected
bones move in relation to the one that initially
moved A chain of bones is called an
arma-ture, which is either linear or branched in
structure
There are two types of Inverse Kinematic
animation: those with symbols and those with
shapes For the symbol type, you link them
together as a chain For the shape type, you
add bones inside the shape
When you add bones to a shape or
sym-bol instance, Flash creates a new layer called
a pose layer For a shape, Flash also converts
the selected shapes and bones into an IK
shape object Each pose layer can contain
only one armature The first bone in an
arma-ture is the root bone It appears with a circle
around the head of the bone Each bone has
a head, the round end, and a tail, known as
the pointed end
After you add bones to an armature, you
can change the position and length of a bone,
delete bones, and edit objects containing
bones
When you’re ready to animate an
arma-ture, all you need to do is add frames to the
pose layer and reposition the armature on the
Stage to create a keyframe Keyframes in
pose layers are called poses To insert a frame
in a pose layer, right-click (Win) or
Option-click (Mac) a frame in a pose layer to the right
of any existing frames, and then click Insert Frame To add a pose to a frame, right-click (Win) or Option-click (Mac) the frame in the pose layer, and then click Insert Pose After you insert a pose, you can use the Selection tool to change the configuration of the arma-ture If you want to change the length of the animation, drag the last frame of the pose layer to the right or left in the Timeline to add
or remove frames
You can adjust the speed of an armature animation in frame around each pose by applying an easing motion To add easing to frames in a pose layer, click a frame in a pose layer, open the Property Inspector, click the Ease popup, select an ease option, and then enter an ease strength value (0-100, where 0
is no easing and 100 is the most easing)
Using Inverse Kinematics
Inverse Kinematics