What
Adobe Flash CS6
This is a software package that is used to create various types of animation, it can be used in many ways to create suitable animations for certain criteria.
Scratch
This is simple software package mainly used by young people to introduce them to animation and the building blocks of coding.
Comparison
These are different types of software packages, they both have similar foundations, but they are reversed normally, they both include animation and coding elements. With Scratch you mainly use the building blocks of coding (“move ‘1’ step”) to animate, whiles in Flash it’s more interactive, and the coding aspect is not as simple as drag and drop.
Where
Adobe Flash CS6
This is used by professionals to create various types of animations, it can be used to create dynamic graphics for the web using ActionScript. Due to this it is used in various areas and for various applications.
Scratch
This is normally used in schools by young children, which I have explained before is due to it being used to teach kids about Animation and the building blocks of coding.
Comparison
Adobe Flash is used in many areas and is usually not used where Scratch is, but this is normally only one area where simple teaching is used.
Features & Functions (Tools)
Adobe Flash CS6
This has many features which I will talk about a few below.
Animation Tool / Features
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Explanation
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Frames
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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Scratch
This has quite a few simple features to teach children about animation and the fundamentals of coding.
Animation Tool / Features
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Explanation
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Blocks:
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This is basically Pseudocode in blocks, which can be
amalgamated to run code.
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Sprites:
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These
are the characters which are animated, there are loads of pre-set ones hat
the user can import into the scene, as well as being able to create their own
and importing them into the scene as well.
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Costumes:
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These are what the sprite wears, it is an extra graphic
above the sprite which is primarily used for further customisation of the
sprite.
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Sound:
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Sound
is a type of block, it can be activated via a variety of means, being
anything you can do with blocks.
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Comparison
Clearly Adobe Flash has many more features and functions than Scratch, but this is to be expected from where they are used, Flash being used by professionals, meaning it needs many tools to create complex animations.
Easy to learn
Adobe Flash CS6
Since this is used by professionals, there is a high learning curve, since the features it supplies can be very complex for some users, and can take a while to grasp the basic functions for Beginners. Although I should point out that within a week I learned, by myself, how to create a suitable and professional animation.
Scratch
Since this is meant to be very easy to learn, since it is used to introduce children to animation, there is a very small learning curve.
Comparison
These are very different software packages, but usually Scratch can be used to introduce children to Animation, then in due time they might learn how to use Adobe Flash.
Cost
Adobe Flash CS6
This will cost you single handily approximately £500, or you can get an Adobe CC subscription (which includes more than just Adobe Flash) for £26.68 per mo (incl. VAT).
Scratch
This is free for anyone to use, even in an educational establishment it is free (unlike some other pieces of “free” software, like Blender).
Comparison
The entire Adobe suite is expensive, so it is not very surprising that Flash costs approximately £500 by itself, although this is quite expensive. Scratch needs to be free due to allow children to easily learn, if it were not free then it is not very likely to be used, since money would usually only be spent on packages that could see future outcome.
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