Animation Tool /
Technique:
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(Purpose / What used for)
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Eval’
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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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9
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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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10
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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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7
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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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4
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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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8
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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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7
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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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7
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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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6
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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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7
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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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5
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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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3
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This is the work I have done for my Unit 31: Computer Animation whilst doing my BTEC ICT Level 3 Extended Diploma, this has been one of the most fun units for me, and I thought sharing my work would be useful and insightful for others doing the same. Images also do not appear in these posts since they do not copy over from Word into Blogger, and I cannot be bothered manually saving each from work then importing each manually into Blogger.
Tuesday, 19 May 2015
D2: Assignment 2 - Section E; Tool Evaluation
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lmao ty for halp
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