Tuesday 19 May 2015

D2: Assignment 2 - Section E; Tool Evaluation

Animation Tool / Technique:
Explanation
(Purpose / What used for)
Eval’
 
Frames
 
These are used to extend a previous keyframes time on the timeline.
 
Without layers it would be extremely hard to animate, since you would have to use key frames, which require manual animating (since you cannot use tweens).
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Key Frames
 
This is used to hold an object, this is different from a frame since a frame just extends key frame.
 
Without key frames it would be impossible for animation in Flash, since any object needs to be stored on a key frame.
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Layers
 
These are used for organisation, they usually contain one object, also when one layer is above another, if the is something overlapping, only the overlapping part on the top layer will be shown (unless it’s transparent).
 
You can also use them for masking, which works in reverse to Photoshop, being whatever the mask holds, is shown (and not blocked out like in Photoshop).
 
Layers can also be stored in groups, which are folders that are used for further organisational purposes.
 
Layers also have 3 other options which are very useful, the first one will stop it being visible on the scene whist animating. The second locking the frame, stopping you from accidently selecting it, and making changes. Thirdly shows the wireframe of the graphic (an outline).
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Buttons
 
A button is a type of symbol, but with this symbol ActionScript can be added on it. This can allow the user to pause/start the animation, or control another symbol in the animation.
 
These can be used for a variety of means, meaning that it is a very good tool, but I have not yet to find a practical means to use it as of yet.
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Tweening
 
This is a very useful feature in Flash, it is used to calculate the difference between two keyframes, there are three types of tweens:
 
Shape
This only works on shapes (not types of graphics), and requires them to be transformed for you to be able to apply a shape tween, this will warp the shape from the first keyframe to the last.
 
Motion
If you are moving any object the best way to do this is with a motion tween, it will automatically calculate how it has to move from point A to B.
 
Classic
This works similar to the Motion tween, where it is normally used to move objects, but with a classic tween you would have to create key frames manually then apply a Classic tween when with a Motion tween they are created if you move the shape between point A and B.
 
Also if you apply a classic tween to a graphic you have more options, such as Alpha (transparency), and you can also transform a graphic in a Classic tween (1% to 150% then 100%).
 
This is the feature/tool I like the most (which is not manditory, like using frames and key frames). This is due to the fact it is very customisable and editable, unlike using key frames which takes longer to create, and takes longer o modify if it needs changes.
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Symbols
 
If you create an object (or text), you can make it a symbol, there are three types of symbols; movie, button and graphic.
 
With any type of symbol you create it is automatically added to the library so it can be used at a further date, this will also prevent you from making any adjustments to the symbol on the scene (but you are able to transform it, and move its positing).
 
If you want to make any adjustments you will need to enter the symbol from the stage (entering it), in there you will have its own timeline which will correspond to the scenes timeline (unless it’s a movie symbol).
 
With a movie symbol any animations made will not be viewable unless rendered, his can be annoying and seems like there’s no point, but with a movie there are more effects that can be added, and it works independent from the frames on the scene.
 
A graphic does not need to be rendered to view its changes, it works along the scenes timeline (where the graphics starts with the scenes keyframe, is where the graphics independent keyframe starts).
 
Symbols are extremely useful since it allows more animation techniques to be applied, and applied only to certain parts of the symbol (graphic).
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Library
 
This is where assets are stored for multiple uses in an animation, and where symbols are stored when created. It can also contain other types of media such as audio (rather than just graphics).
 
The library is not essential though, especially if you do not plan on using a object more than once, but it is extremely useful when you do.
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Multimedia
 
This is any type of media, being; image, audio and movies. These are stored in the library to be used later.
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Drawing Tools
 
These are used to create stuff (objects, shapes, text, then symbols) on the scene, you can use pre-set shapes such as the oval or rectangle, but you do also have to option for free hand draw an object (with a path, which is more smooth, or with the pencil).
 
These will be the main tools you would use to create objects to animate (unless you create graphics is other software packages such as Photoshop), making these nearly essential.
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Scenes
 
These are used to set up different stages in a project, it is where your objects are placed to create the animation.
 
These can be very useful to change scenes, but when creating my animation I used another method to change scenes without using scenes (using a white rectangle and changing its opacity). Because of this I do not think it is entirely essential, but I do understand why it can be very useful.
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Pre-Loader
 
These are loaded before the main animation/program is loaded, these are usually far lower in file size, and is prioritized.
 
These are not essential in the slightest, but they are a nice feature to use, and makes it look more professional.
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