Flash Tutorial - Part - 1
Flash Tutorial - Part - 1
Flash Tutorial - Part - 1
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Contents
Articles
Flash and the CS6 authoring tool 1
Flash 1
Flash CS6 desktop tutorial 7
Basic drawing 18
Flash drawing tutorial 18
Flash layers tutorial 33
Basic animation 37
Flash animation overview 37
Flash frame-by-frame animation tutorial 40
Flash classic motion tweening tutorial 63
Flash CS6 motion tweening tutorial 81
Flash shape tweening tutorial 96
Flash embedded movie clip tutorial 106
Flash animation summary 113
References
Article Sources and Contributors 422
Image Sources, Licenses and Contributors 423
Article Licenses
License 428
1
Flash
Draft
This page needs to be updated for Flash CS6, but principles remain the same ...
Definition
“Adobe Flash (previously called Macromedia Flash) is a multimedia platform originally acquired by Macromedia
and currently developed and distributed by Adobe Systems. Since its introduction in 1996, Flash has become a
popular method for adding animation and interactivity to web pages. Flash is commonly used to create animation,
advertisements, and various web page components, to integrate video into web pages, and more recently, to develop
rich Internet applications. Flash can manipulate vector and raster graphics and supports bidirectional streaming of
audio and video. It contains a scripting language called ActionScript. Several software products, systems, and
devices are able to create or display Flash content, including Adobe Flash Player, which is available free for most
common web browsers, some mobile phones and for other electronic devices (using Flash Lite).” (Wikipedia,
retrieved May 23 2009).
In addition, Flash is used as a format for desktop applications under the name of "Adobe Integrated Runtime"
(Adobe AIR).
We could distinguish four kinds of Flash authors: (a) People who use simple offline or online tools to generate
applications like slide shows. (b) Multi-media authors who create good looking Flash movies. (c) Multi-media /
light-weight programmers who create interactive Flash applications and (d) "Real programmers" who write so-called
rich internet applications. Today, many tools can produce runnable Flash contents. However, only Adobe's
commercial Flash authoring tools allow non-programmers to exploit the full capabilities of this format.
Programmers, on the other hand, may use Adobe's free Flex software development kit instead of the commercial
Flex builder.
All materials (*.fla, *.swf, etc.) are available at http:/ / tecfa. unige. ch/ guides/ flash/ under a CC BY-NC-SA
licence.
1. Flash CS3 keyboard shortcuts
2. Flash ActionScript 3 overview -- a conceptual little overview of AS3
3. Flash formats and objects overview (not ActionScript objects !)
4. Flash - being organized (some advice for beginning Flash CS3 designers)
5. Actionscript 3 -- a complete programming language. An entry page for AS3 tutorials
6. Flash 3D -- overview page of of Flash 3D tools and AS3 libraries
Adobe Flash Platform for RIAs. Retrieved nov 2008 from http:/ /
www. adobe. com/ devnet/ actionscript/ articles/ atp_ria_guide. html
Flash 3
Alternative technologies
General formats
• DHTML, i.e. the combination of HTML, CSS, DOM and JavaScript and AJAX, the same combo plus
server-client communication trough JavaScript. There exist various software packages (e.g. hippo [1]) and
libraries (e.g. GSAP [2]).
• SVG, an XML-based vector graphics format sponsored by WC3. SVG is a powerful format, but lacks support
from authoring tool and web browser makers. Adobe, before it acquired Macromedia, used to support SVG. SVG
works well in the Opera browser and increasingly better in Firefox.
• HTML5. It includes SVG and "DHTML"
• SMIL, an XML-based multi-media integration language that supports timing, layout, animations, etc. SMIL is
included in the full SVG profile. SMILE works with several media players (e.g. RealPlayer and Adobe Media
Player). A variant exists for Internet Explorer.
• Microsoft Silverlight [3], a mostly failed attempt by Microsoft attempt to have its own "Flash"
Others
See also multimedia authoring systems and computer games. Some of these have their own format, some can export
to more common formats.
Flash 4
General / Indexes
• OsFlash [4] has a large comprehensive list of links to Open Source Flash projects, both those hosted on OSFlash
and elsewhere. Of particular interest are tools that generate flash in various ways.
Viewers
• Adobe [5] (Flash player download)
• Gnash [6] (Wikipedia article) A project which aims to create a player and browser plugin for the Adobe Flash file
format which is free software.
Authoring tools
• Adobe Flash CS5 Professional [7]. The commercial authoring tool. Students: You can get huge discounts either
through some stores or Adobe's education program [8] (takes some times to fight through this web site and to find
the appropriate page). In both cases you will have to send proof to Adobe before you will get a key. Teachers pay
more, institutions can make deals that are more difficult to get.
Adobe Flash CS3 Professional was released in April 2007, CS4 Professional in October 2008 and CS5 in April 2010.
CS4 adds inverse kinematics, easier motion tweening (i.e. object-based animation finally!) and some basic support
for 3D animations of 2D objects. CS5 adds for example a physics engine.
• SWISH [9]. An alternative set of commercial products to produce Flash. Much cheaper and somewhat easier it
seems, but doesn't export to *.fla files (so you can't import to the Adobe authoring tool). See the Wikipedia [10]
article.
• Salasaga [11]. An free (and OSS) Integrated Development Environment for producing animated swf files, similar
to Adobe Captivate. Goal is to create a free, easy to use GUI authoring environment that helps you create visually
impressive and actually useful learning material. Example swf output here [12].
Decompilers
A decompiler can translate an *.swf to *.fla. Useful if you want to learn (not steal) from examples on the web or if
you lost by mistake your *.fla sources.
• Sothink decompiler: Flash Decompiler [13], SWF Decompiler [14], SWF to FLA [15]
• Flash Decompiler Trillix [16]
• See also Flash Decompiler Trillix [17] (strange website without any documentation)
Server technology
• Silex [24] is free open-source CMS with a Flash Interface (and AS API). Source Forge project of the month June
2009.
• red 5 [25] is an open source Flash Server. I supports Streaming Audio/Video (FLV and MP3, Recording Client
Streams (FLV only), Shared Objects, Live Stream Publishing and Remoting (AMF) (nov/2008)
• Adobe has a global Flash framework [26] that includes e.g. a Flash Media Server Family.
Generating Flash
• Ming [27] Ming is a C library for generating SWF ("Flash") format movies, plus a set of wrappers for using the
library from C++ and popular scripting languages like PHP, Perl, Python, and Ruby.
• SWFMill [28] xml2swf and swf2xml processor that can be used to create (non interactive) multiframe SWF
animations.
• HaXe [29]. Programming language very similar to actionscript that can compile a SWF file for Flash Players 6 to
9. Free to use.
In addition, you also should know that you can import several vector graphics formats. e.g. Windows Metafile
formats into Flash CS3 (speeds up drawing).
Extra Resources
• Flash and AS3 links - general
• Flash and AS3 links - tutorials
• Flash and AS3 links - documentation (Flash and AS3 Books, Reference Manuals and Cheatsheets)
• Flash and AS3 links - toolkits (AS 3 Toolkits, Libraries, Flash reusable components, AS 3 reusable code, etc.)
References
[1] https:/ / www. hippostudios. co/
[2] http:/ / greensock. com/ gsap
[3] http:/ / www. microsoft. com/ silverlight/
[4] http:/ / osflash. org/ projects
[5] http:/ / www. adobe. com/ products/
[6] http:/ / en. wikipedia. org/ wiki/ Gnash
[7] http:/ / www. adobe. com/ products/ flash/
[8] http:/ / www. adobe. com/ education/
[9] http:/ / www. swishzone. com/ index. php
[10] http:/ / en. wikipedia. org/ wiki/ SWiSH_Max
[11] http:/ / www. salasaga. org/
[12] http:/ / www. salasaga. org/ downloads/ alpha3/ projects/ Installing_on_Ubuntu804. html
[13] http:/ / www. sothink. com/ product/ flashdecompiler/ index. htm
[14] http:/ / www. swf-decompiler. com/
[15] http:/ / www. swf-to-fla. com/
[16] http:/ / www. eltima. com/ products/ flashdecompiler/
[17] http:/ / www. flash-decompiler. com/
[18] http:/ / labs. adobe. com/ technologies/ wallaby/
[19] http:/ / www. adobe. com/ devnet/ flash/ articles/ concept_fxg. html
[20] http:/ / www. adobe. com/ products/ captivate/
[21] http:/ / www. adobe. com/ products/ acrobatconnect/
[22] http:/ / www. adobe. com/ products/ flex/
[23] http:/ / www. toufee. com/
[24] http:/ / silex-ria. org
[25] http:/ / osflash. org/ red5
[26] http:/ / www. adobe. com/ flashplatform/
[27] http:/ / ming. sourceforge. net/
[28] http:/ / swfmill. org/
[29] http:/ / haxe. org/
[30] http:/ / www. flashdevelop. org/
Flash CS6 desktop tutorial 7
Introduction
Learning goals:
• Learn about various components of the Flash CS6 Desktop
• Learn how to configure the workspace and how to save configurations
• Learn about menu groups and other ways of interaction with Flash CS6
Prerequisites:
• none
Next steps:
• Flash drawing tutorial
• Flash layers tutorial
Alternative:
• Flash CS3 desktop tutorial
• Flash CS4 desktop tutorial
The Flash CS6 desktop works like the CS5 and the CS4 desktops. Differences are minor and mostly cosmetic. See
the Flash CS4 desktop tutorial if you own an older CS4 or CS5 version.
Flash CS6 desktop tutorial 8
To start working with a Flash file, you may either use the File Menu or select an item within the welcome panel. The
welcome panel includes three columns
• To the left are predefined templates defining somewhat standard workspace sizes (i.e. x/y dimensions of the flash
clip that the users will see)
• In the middle you can select various types of Flash variants that we will not introduce here
• In the right column, you have links to Adobe's introductory texts from the Flash Dev center. Contents will open in
your default web browser.
If you tick Don't show again on bottom left, you won't see this panel anymore, but the same options are available
through the File Menu. If you want it back: Edit->Preferences; General Category; On launch: select Welcome
screen.
To start learning the Flash desktop, we now suggest to click on ActionScript 3.0. This will open a 550x400 px
workspace and configure Flash for using ActionScript 3 (aka AS3). AS3 is the most recent Flash scripting standard
and works fine since Flash 9, i.e. since summer 2006. Avoid ActionScript 2.0.
Now click on ActionScript 3.0 and enter the tool for real ...
Flash CS6 desktop tutorial 9
For the kind of stuff you will learn in our Flash tutorials series, the best initial bet is to use the designer layout.
Flash CS6 desktop tutorial 10
select the "Debug" configuration. Then open the swatches panel: Menu
Window->Swatches or hit CTRL-F9. Now try to dock this panel.
In the sceenshot to the right, the Swatches panel (shown in transparent color) is being dragged to the very right. You
should see a faint blue vertical line on your flash desktop if you move the panel close to the right border.
Panel groups - docking together with an other panel example
Panels can be organized in groups. We usually lump together panels with similar functionality, but professional
Flash designers also probably keep visible the tools they use most. In addition, they might know how to open a panel
with a shortcut and keep some on a second monitor.
Anyhow, in the next example, the (transparent) Color panel is in the process of being docked together with the
swatches panel. The borders of the swatches panel area is blue, i.e. ready for docking
Flash CS6 desktop tutorial 11
Now the color panel is firmly docked as a "tab" grouped together with the swatches panel. You could add another
panel below this panel group, e.g. the libary panel.
Iconized panels
Saving an environment
To make sure that you can find a configuration again, you may save it under a given name. If you do different kind
of work with Flash, you may save several kinds of working environments.
• Window->Workspace->Save Current ...
If you are happy with what you did, save your configuration now ...
An example configuration
Here is an example configuration Daniel K. Schneider was using for Flash CS4. I like to have most tools at my
fingertips and I have a big enough monitor to allow for this. My real workspace is bigger than the one shown in the
screen capture, which I made smaller in order to fit into this text.
References
[1] http:/ / tv. adobe. com/ product/ flash/ Video
[2] http:/ / helpx. adobe. com/ flash/ topics. html
[3] http:/ / www. adobe. com/ devnet/ flash. html
[4] http:/ / www. adobe. com/ devnet/ flash/ training. html
[5] http:/ / www. adobe. com/ devnet/ flash/ learning_guide/ animation. html
[6] http:/ / www. adobe. com/ support/ documentation/ en/ flash/
18
Basic drawing
Introduction
Learning goals
Learn about some features of the Flash CS3 drawing environment
Learn painting and drawing simple (!) objects
Prerequisites
Flash CS3 desktop tutorial or Flash CS4 desktop tutorial
Flash layers tutorial (first part)
Related pages
texture and clipart (import media elements)
Materials (*.fla files you can play with)
http://tecfa.unige.ch/guides/flash/ex/drawing-intro/
Quality and level
This text should technical people get going. It's probably not good enough for beginners, but may be used as
handout in "hands-on" class. That is what Daniel K. Schneider made it for. Screen captures were made with
CS3, but the overall logic is the same for CS4 and CS5.
Next steps
• More about drawing: Flash object transform tutorial and Flash arranging objects tutorial
• Any other introductory tutorial indexed in the Flash article.
Alternative
• Flash CS3 drawing tutorial
• The Media Playback templates contain for example tools to make a slideshow.
Anyhow, for learning about Flash's drawing feature, don't worry about the template to choose from. Just make sure
that you have enough space to draw. If an initial size turns out to be too small or too big, you simply can modify the
document's size (see next).
Modification of a document
With Modify->Document (or by clicking on an empty spot in the stage and then changing the properties) you can:
• Redefine the size of the stage.
• Change the background color
• Give it a title and a short description
Since these panels give you shortcut access to features of objects you are drawing, it's a good idea to keep them open
while you draw.
Some definitions
Colors
There are several types of colors:
• None: You may choose to draw without fill or stroke
• Solid: Standard colors
• Linear: Gradient color changes that go from one side to another
• Radial: Gradient color changes that goes from inside out
• Bitmap: You can paint with an imported bitmap. This is particular useful with textures. E.g. to draw floors, walls
or outdoors scenes with repetitive tiles.
To select a color type, there is a pull-down menu in the color panel.
• Read the Flash colors tutorial if you want to know more colors and gradients ...
Options change according to tool that is selected. E.g. in the screen capture to the left you can see how the tools
panels shows with the selection tool (left) and the brush tool (right).
Some tools are piled on top of each other, i.e. there are variants of a similar kind. In this case you can see a little
down arrow in the icon. To see variants you must press the left mouse for a while or Shift-click. E.g. instead of the
Oval tool you could for example display/access the Rectangle tool.
Flash drawing tutorial 22
Selection tool
The selection tool ( ) lets you select elements (shapes, strokes, fills, symbols, bitmaps) in the work area by clicking
on it (simple click). If you wish to select several objects together hold down the SHIFT key or use a the lasso or a
selection box (click then drag the mouse).
Advanced uses:
• Double-clicking would put you into object editing mode for various parts (depending on where you click). To
return from this mode (which we will not explain here), double-click in some empty area in the workspace.
• This tool also can act as a distortion tool ! See the Flash object transform tutorial. If no object is selected (e.g.
click on an empty spot in the workspace), then you can use this tool to distort shapes. Move it close to an edge or
a corner and pull as soon as the cursor changes. Always make sure that you see a big "cross-hair" cursor before
you start moving around anything.
Subselection tool
The subselection tool ( ) allows you to select paths of an object so that you can make more sophisticated
modifications. Click on the outlines of objects. You then can drag around the little squares and dots that will appear,
i.e. modify portions of shapes. See the Flash object transform tutorial for details.
If you want to modify a symbol (in the properties panel you can see something like "Instance-of") you have to break
it apart: Right-click->Break Apart.
Lasso tool
With the lasso tool ( you can select several objects or parts of a shape.
This tool also includes a "magic wand" mode (see the optional controls) and a polygone lasso ( that allows
selection by clicking on several spots.
If you want to edit parts of a shape, either double-click on the object until it becomes a shape or break it apart
(right-click menu).
Pen tool
The pen tool ( ) allows you to make the most complex drawings, i.e. defining paths using so-called Bezier curves.
Do not confuse this with the more simple pencil tool.
See the Flash pen tutorial (currently unfinished ...)
Text tool
Add text.
In the properties panel you may define various text properties such as fonts, color and positioning, alignment, etc. If
you click on the paragraph symbol, you can define indent, line spacing and margins.
Line tool
The line tool ( ) allows drawing simple lines (no surprise here ...)
Pencil tool
With the Pencil tool you make drawings like with a Pen. However, there is optional support to draw
straight or smooth lines since drawing with a mouse isn't very obvious. You can define various options.
"Line" drawing Options
In the options section you can select different ways of drawing support. I.e. the the straight icon looks like this: .
Below is a screen-dump that demonstrates the difference between straight, freehand and smooth drawing.
Brush tool
The paint brush tool lets you paint, i.e. create shapes ( ) made of simple fills. There are several special effects and
several modes.
Object or merge mode
• In merge mode you only can paint fills
• In object mode you can add a stroke to your painting (by default it is off). Look at the properties panel.
The Brush Mode
With the "Brush Mode" in the options section (not the properties panel) you can select the paint mode. Make sure to
understand these and to verify that the wanted mode is on, else you likely run into frustrations ...
• Paint Normal: paints over lines and fills on the same layer. Like painting with a "heavy" paint.
• Paint Fills: Fills empty areas leaving lines unaffected.
• Paint Behind: Paints in blank areas of the Stage on the same layer, leaving lines and fills unaffected (this may be
be default, I am not sure).
• Paint Selection: Applies a new fill to a selection. Therefore, before you start painting select a fill color first, then
select the object with the selection tool, then paint. This is the quickest way to color drawings.
• Paint Inside: Fills the area within a "fill" (i.e. where you start paining) and does not overpaint lines. If you start
painting in an empty area outside a fill, painting will not affect existing filled areas.
Selection of brushes and size
Choose from the options in the options section ....
Flash drawing tutorial 26
Of course, you also could change paint of shapes and object by first selecting the thing in the stage, and then by
making changes in the properties or the colors panels.
Flash drawing tutorial 27
Tips:
• If you can't select a fill color, then try to click on the black and white icon and then set the colors again. I don't
know if that is a bug or a feature ....
• If you want to fill an area that is not entirely closed, you can do so by modifying the gap size by changing the
"Gap size" control in the tool panel options. E.g. choose "Close medium gaps". Then click again on the shape or
inside the area you want to fill
• If the paint bucket "won't work" on the "insides" of a complex drawing then:
• Make sure that the area is closed (no gaps between the enclosing strokes or shapes)
• Also try making the area you want to fill into a single drawing: menu Modify->Combine Objects->Union
Eyedropper tool
You can select a color from some spot on the workarea. The tool will then automatically change to the paint bucket
tool (see above).
Erasor tool
Erase stuff. See the Flash object transform tutorial for details.
Hand tool
• Move the stage around (useful for big drawings/small screens or with a strong zoom)
Zoom tool
• Zoom in/out
Pen color
• Select the pen (stroke) color
Fill color
• Select the fill color
Swap color
• Change fill color to stroke color
• Find a recipe to draw these, e.g. on Google type: "how to draw a cat"
• Then reproduce if you can ;)
• Rather use object mode and disable stroke since these models often ask you to overlay ovals. Without stroke you
may overlay various geometric shapes of the same color.
E.g. here is a cat made as explained in Creature Features [1].
Alternatively you also can first draw the object with the pencil tool (or the pen tool) and then use the Paint Selection
or Paint inside mode of the brush tool to apply colors.
Of course in the same drawings you can mix pencil, pre-built objects like rectangles and paint. E.g. draw the outline
of house with the pencil and then draw the roof with the paint tool.
Once you have it in the library you can use several times, in various sizes and distortions. You also can copy the
object and e.g. make a new one with different colors ... If you are unhappy with the results (as I ought to be), you can
just break a graphic apart and restart again...
When you insert a library object into stage you can make it smaller. Drag it from your library into the stage (but onto
another layer) and then select the Free Transform tool; Press Shift (proportional reduction) and make it as small (or
big) as you like.
Importing clipart
Flash can handle various vector formats and even better: you can modify these within Flash. However, most free clip
art is in the SVG format and that cannot be directly imported to Flash (Shame on adobe !)
To import:
• File->Import->Import to Stage or alternatively Import to Library
• If you import it to the stage and like it, then save it to the library with Right-click->Convert to Symbol; Graphic as
explained above.
E.g. here is a cat I imported from Free Clip Art [2]. This site has free clipart images for personal use. You can use
them for school, fun, non-profit Web sites, and other personal needs.
Using SVG Clipart
• Get one from http://www.openclipart.org/
• Display the SVG image in your browser, then just File->Save As the SVG page
• Open the SVG in Adobe Illustrator
• Select All
• Copy
• Paste to Flash (using default settings)
• Use directly ALT-CTL-S to resize.
Read more in Clipart
Flash drawing tutorial 31
• First of all you can change the background of the stage: Modify->Document; then change the background color.
• If the layer with your background drawings (e.g. sky) is drawn over the objects instead of the other way round,
just move this layer (either to the top or to the bottom depending on your settings).
Using textures
Of course, you may find the grass to be too ugly. A good solution might be to replace a background color with
textures. Search on the web for "free textures grass" and save the file (usually a *.jpg).
You should be aware that there are textures and textures meant to be tiled. Simple pictures (if smaller than the stage)
will produce tiles that you can see (not exactly what you want). So instead you can search for something "free
tileable grass textures". If you can't find good tiles, you may learn how to do this with this Photoshop [3] from
DadyyCool.
• You then can resize the image if it is too big and/or crop it.
• After that, deselect all objects (click in the gray area) or select the object you want to paint.
• Then open the color panel and select type: Bitmap from the pulldown menu. Import the bitmap and select it (you
also will find a copy of the bitmap in your library).
• Then paint the outline of your textured area with the brush tool (in the "Paint behind mode" (see brush tool above)
• Then fill the rest with the paint bucket.
• You can change the way textures are applied with the free transform tool (see Flash colors tutorial).
Flash drawing tutorial 32
This result is not exactly better, but it's different and you can see that you can draw with bitmaps :). Of course one
now also should repaint the house and the trees. I also rotated the gradient for the sky by the way.
Of course, one can do better graphics and colors. See more advanced Flash tutorials on drawing, e.g. the Flash object
transform tutorial, the Flash arranging objects tutorial or the Flash colors tutorial
Files to download
You can download the *.fla files here:
• http://tecfa.unige.ch/guides/flash/ex/drawing-intro/
• flash-cs3-drawing-trees.fla is the one with a simple background
• flash-cs3-drawing-trees3.fla uses gradients and drawings outside the stage are clipped away (so it's a clean
version of the above and I will use this one in the Flash motion tweening tutorial).
• flash-cs3-drawing-trees2.fla is the one with the textures.
References
[1] http:/ / www. abc. net. au/ creaturefeatures/ draw/ draw_a_cat. htm
[2] http:/ / www. free-clip-art. com/ members/ content/ cgi-bin/ imageFolio. cgi?direct=Animal_Clip_Art
[3] http:/ / www. learn2photoshop. com/ tilabletex. htm
Flash layers tutorial 33
Introduction
Learning goals
Learn how to use layers
Flash/CS level
Flash CS3 - CS6
Prerequisites
Flash CS3 desktop tutorial or Flash CS4 desktop tutorial or Flash CS6 desktop tutorial. It's probably a good
idea to use a layout similar to the ones I suggest there.
You also may first look at the first part of the Flash drawing tutorial.
Next steps
• One of the basic animation tutorials
Quality and level
Screen captures were made with CS3, but the overall logic is the same for CS4 to CS6.
This text should technical people get going. It's probably not good enough for beginners, but may be used as
handout in "hands-on" class. That is what Daniel K. Schneider made it for...
It aims at beginners. More advanced features and tricks are not explained here.
Introduction
Layers help you deal with more complex Flash projects. Working with layers has several advantages:
• You can draw and edit objects in one layer without affecting objects in another layer.
• You can lock layers (to protect their embedded objects from unwanted editing)
• You can hide layers, make them visible (i.e. you can see their objects in the workspace), or you can display just
the outlines of their objects.
The layers tool is part of the Timeline panel.
Flash layers tutorial 34
Overview picture
The layers tool is in the left part of the timeline. Annotations in the following screen capture highlight a few
functionality we will further explain below.
Drawing in a layer
To draw, paint, or otherwise modify a layer simple click on the the layer name in the Timeline to make it active. A
pencil icon next to it indicates that the layer is active.
As soon as you create a new layer, you should give it meaningful name. Right-click on its name (something like
Layer 2) select Properties and change the name. Alternatively, to display this properties panel, just double-click on
the layer name.
To delete a layer and its contents: Right-click->Delete Layer. You also can lock/hide other layers with this menu.
Before you delete a layer make sure that you save its objects if you plan to keep them. You can insert them in the
library as symbols or copy them to another layer.
Flash layers tutorial 35
Moving layers
To move a layer in the stack simply grab it with the mouse and drag it up or down. Position of the layer has an
influence on the order objects are drawn. E.g. if a moving object should pass in from of a tree and it doesn't, then
drag the animation layer up or down.
Drawing order depends on the load order defined in the Publish Settings (File menu)
Example
The following screen capture shows hidden and locked layers:
• The painting layer is active (the pencil is shown)
• The objects layer only shows outlines and in addition it is locked (the lock sign is on and the rectangle is empty.
Its objects are drawn in light green, i.e. the color of the rectangle)
• The Sky layer is hidden (The red "X" sign is on).
Layer folders
Once your documents get really complex, you can organize layers into folders, e.g. one folder per task: Static
objects, animations, background etc.
To create layer folders, either:
• click on the folder icon in the Edit bar (third item)
• or use Insert->Timeline->Layer Folder
You then can drag around layers. Hiding, locking etc. works more or less like with folders (try it out ...)
However, at some point you also will have to decide whether you really want to work with an "everything is in the
main time line model". Consider organizing and planning your project with embedded movie clip objects (see the
Flash embedded movie clip tutorial). Putting everything in the main time line is like programming with "goto's"...
Scenes
Once your animation gets bigger, you most certainly should break it down to several scenes. There is no urgency to
work with scenes if you are new to Flash, but you should know about this now. Scenes are played in the order you
defined them.
To insert a new scene
Menu Insert->Scene
To rename/reorder the scenes
• Menu Window->Other Panels->Scene (SHIFT-F2)
• Then drag up or down the scenes
• To rename, double-click on a scene name in this panel.
To navigate between scenes
• Either via the scenes panel, or the Edit Bar (displayed below the timeline). If you can't see it:
Window->Toolbars->Edit Bar.
One advantage of using scenes is that you can just test a single scene (menu Control->Test->Scene).
37
Basic animation
Overview
Learning goals
Learn about the various methods to create animations in Flash
Learn about timeline representations of the Flash Professional Interface (you can consult that later again)
Prerequisites
Flash CS6 desktop tutorial (or Flash CS3 desktop tutorial or Flash CS4 desktop tutorial)
Flash layers tutorial (first part)
Flash drawing tutorial (at least some of it)
Flash frame-by-frame animation tutorial (not absolutely needed, but probably useful)
Next steps
Flash classic motion tweening tutorial (optional, CS3-style tweening for CS3 and better)
Flash CS4 motion tweening tutorial (CS4, CS5, CS6)
Flash shape tweening tutorial (all)
AS3 TweenLite tweening engine (CS3-CS6, intermediate)
Moving on
Flash CS4 inverse kinematics tutorial
Flash animation summary
Flash CS4 motion tweening with AS3 tutorial
After these (or even before) you should be ready for interactivity. E.g. do the Flash button tutorial
Quality and level
This is just an overview article.
Introduction
Animation means changing properties of objects (e.g. position, size or color) over time.
In Flash CS3 to CS6, you can create several kinds of animations and associated special effects. To create animations,
there are several options:
(1) Frame-by-frame animation Frame by frame animation is an ancient technique used for cartoons. This leads to
precise results but is time consuming, since you will have to draw each picture. See the Flash frame-by-frame
animation tutorial.
(2) Motion tweening with the CS Flash authoring interfaces Wikipedia [1], retrieved 20:45, 7 August 2007 (MEST)
defines “Tweening, short for in-betweening, as the process of generating intermediate frames between two images to
give the appearance that the first image evolves smoothly into the second image. Inbetweens are the drawings
between the keyframes which help to create the illusion of motion. Tweening is a key process in all types of
Flash animation overview 38
animation, including computer animation. Sophisticated animation software enables one to identify specific objects
in an image and define how they should move and change during the tweening process. Software may be used to
manually render or adjust transitional frames by hand or use to automatically render transitional frames using
interpolation of graphic parameters.”. In other contexts, one uses also "morphing". E.g. PCMag [2] (retrieved 20:45, 7
August 2007 (MEST)) defines tweening as “An animation technique that, based on starting and ending shapes,
creates the necessary "in-between" frames. See morphing”.
In CS4/CS5/CS6, there exist two variants:
1. Classic motion tweening as known from CS3 and earlier versions. See the Flash classic motion tweening
tutorial. You can skip this.
2. Motion tweening, a more oject-oriented method introduced in Flash CS4. See Flash CS4 motion tweening
tutorial
(3) Shape animations
• Shape tweening, since you can position key frames of shapes in different positions.
(4) Motion and shape tweening with ActionScript code
There exist many different possibilities, e.g.
• Using a third party library like the Greensocks AS3 TweenLite tweening engine. Must need to know for
everyone who plans to create interactive educational scenarios.
• Dynamically changing x and y positions of a display object over time, e.g. through using the Timer class. See the
unfinished Flash games tutorial for an example.
• Using the Adobe "fl.motion" classes. See the Flash CS4 motion tweening with AS3 tutorial
(4) Inverse kinematics
• Inverse kinematics is the animation of armatures for shapes or connected symbols instances. See Flash CS4
inverse kinematics tutorial
• A hollow dot in the first frame indicates that the target object of the motion tween has been removed. The tween
span still contains its property keyframes and can have a new target object applied to it.
• A span of frames with a green background indicates an inverse kinematics (IK) pose layer. Pose layers contain IK
armatures and poses. Each pose appears in the Timeline as a black diamond. Flash interpolates the positions of the
armature in the frames in between poses.
• A black dot at the beginning keyframe with a black arrow and blue background indicates a classic tween.
• A dashed line indicates that the classic tween is broken or incomplete, such as when the final keyframe is missing.
• A black dot at the beginning keyframe with a black arrow and a light green background indicates a shape tween.
• A black dot indicates a single keyframe. Light gray frames after a single keyframe contain the same content with
no changes. These frames have a vertical black line and a hollow rectangle at the last frame of the span.
• A small a indicates that the frame includes an associated script (created with the Actions panel).
• A red flag indicates that the frame contains a label. This allows for instance to write AS code like:
''GotoAndPlay("label");''
References
[1] http:/ / en. wikipedia. org/ wiki/ Tweening
[2] http:/ / www. pcmag. com/ encyclopedia_term/ 0,2542,t=tweening& i=53271,00. asp
[3] http:/ / help. adobe. com/ en_US/ Flash/ 10. 0_UsingFlash/ WS42406111-940D-4eff-A9F3-16EFDA4F1340. html
Introduction
Frame-by-frame animation means displaying a series of images, one image after another. That creates the illusion of
a movie. Real movies actually work that way too.
Learning goals
Learn basic Flash CS6 frame-by-frame animation, one kind of Flash animation.
Learn about embedded movie clips and symbol edit mode.
Save a frame-by-frame animation as reusable movie clip.
Learn about some object transformation features
Prerequisites
Flash CS3 desktop tutorial
Flash layers tutorial
Flash drawing tutorial (for starters some of it, at some point you'll have to dig into it a bit)
Flash animation overview
Moving on
If you want to do serious frame-by-frame animation, you probably better drawing skills. In particular, you
should read the Flash object transform tutorial and the Flash arranging objects tutorial since you'll have to
change graphics from one frame to the next one.
If you respect our advice on "being modular", you also should look at the first parts of the Flash embedded
movie clip tutorial
The Flash article has a list of other tutorials. You probably should continue with the Flash classic motion
tweening tutorial or Flash CS4 motion tweening tutorial. It will teach how to make fly things. You also can
read the Flash shape tweening tutorial which tells how to do morphing animation.
Quality
This text should technical people get going and may not be good enough for self-learning beginners. It can be
used as handout in a "hands-on" class. That is what Daniel K. Schneider made it for...
Level
It aims at beginners. More advanced features and tricks are not explained here.
Materials (*.fla files you can play with)
http://tecfa.unige.ch/guides/flash/ex6/frame-by-frame-intro/
Alternative version
Flash CS3 frame-by-frame animation tutorial (deprecated)
The principle
Flash frame-by-frame animation tutorial 41
Purpose: Frame-by-frame animation gives you very detailed control over the movie (since it's the technology used to
make animation pictures until recently before different 2D and 3D computer animation techniques came into the
existence). Disadvantage is that frame-by-frame drawing is very time consuming work. Therefore, most often,
designers use a combination of frame-by-frame animation and interpolation techniques (called tweening in Flash
lingo). Often, frame-by-frame animation is used to animate single objects that in turn can be used as part of larger
Flash animations. A typical example are buttons that highlight when you move the mouse over them or when you
click on them.
Flash animations are defined through so-called timelines. Each flash file has a timeline, i.e. the so-called main
timeline. Within each flash file you then can insert so-called embedded movie clips. Each of these has their own
timeline. In other words, you can include animated objects within animations.
According to Adobe's Creating your first Flash Professional CS6 document [1], “The Timeline controls the timing
that specifies when elements in the movie appear on the Stage. The playhead begins at Frame 1 and moves from left
to right as the movie proceeds through the frames. Drag the layers in the Timeline to arrange the layering order of
graphics on the Stage. Graphics in the higher layers appear to be placed on top of the graphics in the lower layers.”
The following example is a very simple animation that lasts for 15 frames. Since we set the frame rate to 12
frames/second, it will last about 1.25 seconds.
Files:
• flash-cs6-simple-fbf.html [2]
• flash-cs6-simple-fbf.fla [3] (source code)
Below a screenshot of this example.
Further below, we will provide more details through examples and more extended "how to's"
Play time:
• Either load this flash-cs6-simple-fbf.fla [3] file and make some modifications
• Or implement a quick and dirty animation yourself.
Testing the result
• Press CTRL-Enter (or menu Control-> Test Movie).
An embedded movie clip (also just called symbol or movie clip symbol) has its own timeline. You can create a new
symbol via the menu Insert->New Symbol (Ctrl-F8) or by selecting an object on the stage, right click -> Convert to
symbol.
Flash frame-by-frame animation tutorial 45
Once you got a rocket movie clip, you can create as many instances as you like. Just drag the clip from the library to
the stage. What's even better is that you could copy one movie clip symbol from one flash file to a different one. I.e.
you easily can reuse your components.
Example:
• flash-cs6-rocket-symbol.html [6] (Result)
• flash-cs6-rocket-symbol.fla [7] (Source code)
Rocket science, i.e. how to work with frames in order to create some sort of pulsing flame, is explained further
below in this article. Let's now introduce the frame-by-frame animation engineering.
Read more about embedded movie clips in:
• Flash embedded movie clip tutorial
If you feel that display of timeline frames is too tiny, you can fix this with the time line options (little pull-down
menu in the upper right). This menu also allows displaying a preview of the animation (but that takes up space of
course).
When you start drawing with Flash, everything is drawn by default into a first frame in layer 1.
E.g. if you insert a letter, for example, you will see something like in the screen capture just above.
• The first frame in the timeline will have a dot inside. Therefore, if you see a frame with a ".", it means that there
is a drawing inside the frame for this layer. A frame with contents is called a keyframe.
• A frame with a small white circle is called an empty keyframe. It will display nothing.
• A frame without a dot, doesn't have any drawing inside and it will either display the drawing from the prior
keyframe (black dotted frame to the left) or nothing if there is no keyframe to the left.
• The playhead showing the current frame (the red rectangle) sits on top of frame one by default and you can move
it around to inspect your animation.
Flash frame-by-frame animation tutorial 47
A simple stickman
We will shortly show how to create a "stickman" animation using an embedded movie clip. Look at
stickman-cs6.html [8] first.
Step 1 - New Flash file and background
• Create a new Flash file
• Draw a simple background in the first layer and call it "background" or something. E.g. we just drew 2
rectangles...
• Lock this layer
• Create a new layer and call it Stickman animation
Step 2 - Create a drawing and make it a symbol
• In the new layer created in step 1, create your drawing
• Select all the elements
• Right click -> Convert to symbol. Select "Movie Clip" and name it "Stickman"
• Kill the drawing on the stage (!). Don't worry, it now sits in the library
• Now drag the Stickman from the library to the stage. You could make several clones and adjust their respective
size in the properties panel. You might see something like this:
In order to edit this movie clip symbol again, double click on the object on the stage or double click on the library
item. In the first case, you will see the background as shown in the next picture
Flash frame-by-frame animation tutorial 49
Simply click on "Scene 1" about the stage in order to return to the stage...
Step 2 alternative - Create a new embedded movie clip first
• Insert a new symbol (Ctrl-F8)
Flash frame-by-frame animation tutorial 50
• You are now editing the Stickman symbol. You should see an empty stage, "layer 1" and a little + sign in the
middle
• Start drawing around this "+" sign which roughly should be in the center of your drawing.
Step 3 - Frame by frame animation
(same for both methods)
• Hit F5 (about 5 times)
• Click in the frame with the white rectangle or the one after it
• Hit F6 (create new keyframe with a copy of the old one)
• Modify the drawing a bit, e.g. just turn an arm
• Hit F5 (about 4 times)
• Hit F6
Repeat ...
Drawing tips:
If you play with a stickman, then you might learn how to use the Free Transform tool ( ) in order rotate limbs
(change the center point and rotate).
• Select the tool
• Select a limb and move the little white circle towards and end
• Then move the mouse to a corner until the mouse cursor changes to rotation. Then drag to rotate.
• Read the Flash object transform tutorial for more information
Enjoy !
Example:
• stickman-cs6.fla [9] (source)
• stickman-cs6.html [8]
• Right-click in a frame, then select Insert Keyframe (not insert blank keyframe). Alternatively hit F6, i.e.use the
[Flash CS3 keyboard shortcutsshortcut.
Editing keyframe #5
To align all letters in all frames: Click on the Edit multiple frames button.
• Then, you can select the frames you want to edit together by moving the "[" "]" sliders on top of the timeline
• Then select letter-by-letter groups, then use the align pane (Window->Align), but untick To stage.
This tool is quite dangerous, since it's hard to control what happens in each frame. Make sure to save your file before
you engage in this ! Anyhow, next time make sure to place your objects where they should be.
Step 8
Now you can publish this as a web page.
• Make sure to save the animation in some place you can remember, because Flash will put the exported Flash,
HTML and JavaScript there.
• Then, click on an empty spot in the stage and click the "Publish Settings" button or menu File->Publish Settings.
• Click the publish button when you are happy with the settings. It will put all the necessary files in the same
directory where your *.fla file sits.
• Then click on either the Flash *.swf file or the *.html file and see if it works.
As an exercise, you now can add extra keyframes after frame 1,5,10, etc. and move up or down letters. Alternatively,
read on ...
Rocket science
Frame-by-frame animation is also quite useful if you want to create animated objects that you then can reuse in
another animation as a movie clip. Let's first look at this little rocket [12] we shall discuss.
The *.fla, *.swf and *.html files flash-cs3-rocket.* can be found here: http:/ / tecfa. unige. ch/ guides/ flash/ ex/
frame-by-frame-intro/
I imported this rocket from Uncyclomedia Commons [13]:
http://commons.uncyclomedia.org/wiki/Image:Rocket.svg
• It's an SVG file that I first opened with Illustrator.
• I then copy/pasted it to Flash. See the Clipart article (i.e. the section on Importing to Flash).
Now we would like to animate the flames of this little rocket.
Step 1 - Break the rocket into components
Flash frame-by-frame animation tutorial 56
• Break the rocket apart (right-click->Break Apart). You now should see various rectangles drawn around its
various shapes.
• Flames are made with 2 shapes (the two rectangles in the lower right)
Step 5- Tuning
• The animation is now a bit too fast. We would like to get the kind of effect you see in old and cheap cartoons on
TV.
• If you wish you can drag the keyframes (each dot to the right). I made a keyframe in every 5, but I also adjusted
the Framerate to 30/second. That's good TV quality. (click on workspace and adjust in properties panel)
• Then you also could improve drawing of the flames (see the Flash object transform tutorial and/or add more
keyframes. Finally, you could add motion tweens between the keyframes. I didn't do this since motion tweening is
not part of this tutorial.
Step 4 - Test and publish
• Test and enjoy :)
• Publish
Step 5 - Export as a video clip only
File->Export Movie will just save a *.swf Flash animation file (no HTML and JS).
There are two ways of exporting an *.swf movie.
Flash frame-by-frame animation tutorial 59
• "Normal", i.e. compressed. This means that when import this flash file into another flash file, you can't edit the
object anymore.
• "Uncompressed". This means that after you import the rocket you can edit it somewhat. To get this option, untick
Compress Movie in the settings dialog that will pop up.
Step 6 - Turn it into a movie clip symbol (optional)
You also can turn this whole animation into a movie clip symbol. This is best strategy if you want to build a library
of fully editable flash movie clips you can import into other animations. Also, as we shall point out later, you
actually could start by creating a movie clip symbol and then create an animation.
• Select all layers and frames (click on the first layer, then SHIFT-click on the last). Make sure that every frame and
layer in the timeline is black
• Copy all the frames (everything) Menu Edit->Timeline->Copy Frames
• Menu Insert->New Symbol. Tick the Movie clip option and give it a good name, e.g. "Rocket".
• Then you should be in Rocket editing mode and just see "Layer 1" on top
• Put the cursor in the first frame
• The paste the whole rocket code: Menu Edit->Timelines->Paste Frames
You now should see something like this:
Next you can copy this symbol to another flash file which you may call my_library.fla. We just killed everything in
the file (except the symbol) and saved it under a different name (flash-cs3-rocket-symbol.fla)
Result
Now we have two versions of rocket *.swf move clipt that we can reuse in another Flash animations
• flash-cs3-rocket.swf [14]
• flash-cs3-rocket-uncompressed.swf [15]. This version also has the improved flames
In addition we have file *.fla file with just a rocket symbol inside. You can copy/paste symbols from one flash file to
another one.
• flash-cs3-rocket-symbol.fla [16]
Below is a short how-to re-use *.swf files , but you also can directly go and read the Flash motion tweening tutorial.
Flash frame-by-frame animation tutorial 60
Links
Example materials
Example files used (including *.fla source) can be found here:
http://tecfa.unige.ch/guides/flash/ex6/frame-by-frame-intro/(CS6)
http://tecfa.unige.ch/guides/flash/ex/frame-by-frame-intro/(older CS3)
• Click on either an *.html or *.swf file to see.
• Get just the *.fla file if you want to make modifications. The standard copyright of this wiki applies.
References
[1] http:/ / www. adobe. com/ devnet/ flash/ articles/ create-first-flash-document. html
[2] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ flash-cs6-simple-fbf. html
[3] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ flash-cs6-simple-fbf. fla
[4] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ flash-cs6-rocket. html
[5] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ flash-cs6-rocket. fla
[6] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ flash-cs6-rocket-symbol. html
[7] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ flash-cs6-rocket-symbol. fla
[8] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ stickman-cs6. html
[9] http:/ / tecfa. unige. ch/ guides/ flash/ ex6/ frame-by-frame-intro/ stickman-cs6. fla
[10] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ frame-by-frame-intro/ flash-cs3-frame-by-frame-hello. html
[11] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ frame-by-frame-intro/ flash-cs3-shaking-hello. html
[12] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ frame-by-frame-intro/ flash-cs3-rocket. html
[13] http:/ / commons. uncyclomedia. org/ wiki/ Main_Page
[14] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ frame-by-frame-intro/ flash-cs3-rocket. swf
[15] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ frame-by-frame-intro/ flash-cs3-rocket-uncompressed. swf
[16] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ frame-by-frame-intro/ flash-cs3-rocket-symbol. fla
Flash classic motion tweening tutorial 63
Overview
Motion tweening means motion animation with interpolation as explained in the Flash motion interpolation
overview. In this article we present one of the possible methods, i.e. the so-called "classic motion tween".
Learning goals
Learn about classic motion animation, called simply motion tweening in CS3 and classic motion tweening in
CS4/CS5. Motion animation means moving an object from A to B, to C through keyframes that you define and
(sometimes) a user-defined motion path.
Add some simple shape transforms to the animated object
Learn how to to frame-by-frame animations with embedded movie clips.
Prerequisites
Flash CS3 desktop tutorial
Flash layers tutorial (first part)
Flash drawing tutorial (at least some of it)
Flash animation overview
Flash frame-by-frame animation tutorial (not absolutely needed, but probably useful)
Immediate next steps
Flash CS4 motion tweening tutorial (CS4, CS5)
AS3 TweenLite tweening engine (CS3-CS5, intermediate)
Moving on
Flash shape tweening tutorial
Flash animation summary
After that you should be ready for interactivity. E.g. do the Flash button tutorial
Quality and level
This text should technical people get going. It's probably not good enough for beginners, but may be used as
handout in "hands-on" class. That is what Daniel K. Schneider made it for...
It aims at beginners. More advanced features and tricks are not explained here.
Materials (*.fla file you can play with)
http://tecfa.unige.ch/guides/flash/ex/motion-tweening-intro/
In CS4, the motion tween tool has been replaced with an easier tool, but this tool is still available as "motion tween
classic" as explained further down.
Flash classic motion tweening tutorial 64
Introduction
If you want to work on your own project ...
In this tutorial we will mostly work with graphic and motion clip symbols. So the first thing you may have to do - if
you want to work on your own project - is to convert one of your graphics to either a graphic or a motion clip symbol
and to put it in a separate layer.
• Right-click on the object (click down the right mouse button) and then select Convert to Symbol .... Alternatively
just select the object and hit F8.
• Each object to be animated should be in a separate layer. All the other objects may remain in a single layer.
So before we start, make sure that you have a least one graphic symbol, i.e. the object that you would like to move
around in your library. E.g. the library of the "cat example" we will build now contains this:
Use of layers
You must use a different layer for each separate animation. If you plan to animate several of your objects, there is a
practical shortcut to distribute each object to a new layer:
1. Select objects you want to distribute into layers (e.g. with right-click->select all or shift-click on each object)
2. Then, Modify->Timeline->Distribute to layers
3. Finally, rename the layers in order to help you find things...
Motion tweens within movie clips
Instead of using the main timeline, we always recommend to consider creating animations within movie symbols.
This way you can easily reuse these animations in other Flash applications or play several animations at the same
time. E.g. you would have structure like this:
Main timeline (no animation)
Animation_clip (a movie clip with its own timeline)
Flash classic motion tweening tutorial 65
The cat before animation. It sits outside the stage and waits
Now you already have a first keyframe for your animation. I.e. the cat is waiting in keyframe 1 to be moved.
Step 2 - Create a second keyframe
• Make sure that you still have the "animation cat" layer selected.
• Right-click somewhere in the timeline, e.g. at 20 and Insert Keyframe
• This will create a new keyframe and copy the contents of the keyframe before, i.e. contents of frame 1 just for
this layer.
• Drag the object (cat) to its final position, e.g. to the right and which can be outside the stage again.
Step 3 - Create the motion tween
• Click on a random frame between the two keyframes (still in the same layer)
• Then right-click and select Create Motion Tween. Alternatively, you also could have used the Tween pull-down
menu in the properties panel at the bottom and select motion.
The timeline for the layer including this object should now include a solid line with an arrow (if it is dashed
something went wrong).
The result should look like in the screen capture below:
Flash classic motion tweening tutorial 67
• Between the two keyframes you see a solid line with an arrow (look at the "Animation cat" layer).
• You should see your object moved to a different position somewhere in the middle of the two keyframes.
Step 5 - Test it
• You can glide (left-right) the playhead (red rectangle on top of the red line that indicates the current frame in the
timeline). It will manually move the object through all positions within the interpolation path.
• Then try: menu Control->Test Movie or hit CTRL-Enter. This will open a popup window with a Flash preview.
Flash classic motion tweening tutorial 68
Step 6 - Tuning
You may find that the cat moves too fast. First thing you could do is lower the frame rate/second. Click on the
workarea and change the document properties. However, this will lead to a "jumpy" animation. It's a better idea to
use frame 50 instead of frame 20 as end-point.
• Drag the black dot in the animation layer from frame 20 to frame 50. Hold down the mouse on the black dot, wait
a bit and then drag.
• For the other layers: hit F5 in frame 50 (same as above).
• You also can accelerate/decelerate the cat's movement. Play with the "Ease" option in the Properties panel. Click
on layer "animation cat", then select an empty "between frame" somewhere. You now can make changes in the
tweening properties.
• If your cat moves in front instead of behind objects, then you can fix this by arranging the layers' order: Grab the
objects layer in the timeline panel and move it before or after the animation layer (i.e. pull it up or down).
Results
• You can look at my published result: flash-cs3-motion-tweening.html [2]
• You can grab all the files from this directory:
http://tecfa.unige.ch/guides/flash/ex/motion-tweening-intro/
Moving a cat
You can look at the published result (the cat will walk back where it came from) here:
flash-cs3-motion-tweening2.html [3]
The directory including the *.fla file which you can load into your Flash and play with is here:
http://tecfa.unige.ch/guides/flash/ex/motion-tweening-intro/
• In the properties panel you can change the tint (a kind of color) of the cat.
Here is a screen capture. The animated cat is pink and sits next to the other cat. It's pink because moving up the hill
takes effort ...
Edit bar
If you have to do some frequent zooming you can display the Edit Toolbar (see the screen capture below).
• Get the edit toolbar: Window->Toolbars->Edit bar
This bar also will allow you to directly edit symbols you got in your library.
Onion skins
You can display the path an object will take by clicking one of the onion skin buttons in the Controller toolbar. This
is handy if you have several objects that move.
• Get the controller toolbar: Window->Toolbars->Controller and then click on either the Onion Skin or the Onion
Skin Outlines icon.
Flash classic motion tweening tutorial 71
Rotating animations
Instead of moving an object from point A to point B, you also can rotate it around point A. A good example would
be hands in a clock.
Step 1 - create the object to animate
• Create a separate layer for the object you want to rotate.
• Draw the object (and don't make any new keyframes yet)
• Transform it into a symbol (right-click and select graphic symbol).
Step2 - move the center point
• Then with the free transform tool move its center point somewhere else if you want. E.g. to rotate an hour hand
for clock move it towards and end (the center of the clock).
Flash classic motion tweening tutorial 72
Clock example
If you want, you can:
• Look [5] at rotating clock example
• Or get the flash-cs3-rotating-clock.fla [6] file from http://tecfa.unige.ch/guides/flash/ex/
motion-tweening-intro/and play with it.
Flash classic motion tweening tutorial 73
• As you can see, we are editing the sun "symbol". Look at the Edit bar (that sits between the timeline and the
stage). It displays the editing hierarchy, i.e. "Scene 1" and "Sun".
• This frame-by-frame animation changes both the color and the size of the circle. Read the Flash frame-by-frame
animation tutorial if you don't know how to create frame-by-frame animations.
Flash classic motion tweening tutorial 74
Do not forget to go back to the main timeline (scene) once you are done, e.g. by double-clicking on the "scene" in
the edit bar (on top of the stage) or by clicking on the little "back arrow". When you edit a movie clip you are in
symbol edit mode and you should not add anything else by mistake. Make sure that you are aware at which level you
edit and where to place objects !
Finally you also may add a sky in the main timeline (e.g. with a gradient color, see the flash colors tutorial)
The example code is in the http://tecfa.unige.ch/guides/flash/ex/motion-tweening-intro/directory
flash-cs3-motion-tweening-sun.html [7]
flash-cs3-motion-tweening-sun.fla [8]
Note: we use embedded movie clips in many other tutorials. E.g. see ActionScript 3 interactive objects tutorial or
Motion tweening of an animated object chapter in the Flash animation summary or the Shape tweens of motion tween
elements chapter in the Flash shape tweening tutorial
I usually prefer this kind of animation, since I am more interested in creating interactive application (vs. video
clip-like animations). If you plan to learn this, you also should learn how to stop/play embedded movie clips, i.e.
trigger with the help of a button or something else an event that will movie_clip.play() and movie_clip.stop().
A rocket motion guide drawn with the pencil in the Motion Guide layer
Flash classic motion tweening tutorial 76
Step 4 - Snap the animated object to the start of the motion guide
• Unlock all layers
• Select the animation layer (not the motion guide layer !) and select your start frame.
• Then drag the object (i.e. our rocket) to the start of the line until the little white circle in the center of the rocket
will "snap" to the line. Just drag, don't click...
Publish settings
When you publish a Flash animation, you should first choose the correct settings.
Step 1 - Get the settings
• Either click on an empty spot on the workarea, then hit the Publish button in the properties panel
• Or, menu File->Publish Settings
Step 2 - Choose the Flash version
If you want to make sure that your animation plays on most every computer, select Flash Player 8 (the previous
version). Otherwise Flash Player 9 is now widely deployed. You must select "9" if you use Action Script 3.
Step 3 - HTML
Then select the HTML tab (also in the Publish settings)
• You can untick the loop button (but see below for a more solid solution)
Step 4 - Hit the publish button
This will copy three files to the same directory where you *.fla file sits.
Flash classic motion tweening tutorial 77
• A *.swf
• A *.html
• A *.js
Copy all three to your website. Then you can edit the html file and add some more HTML if you like. (Make sure to
save copy of this HTML file, since when you publish again the html file will be overwritten).
Stopping an animation
We will improve a bit the flying rocket example, i.e. have the animation stop and display some friendly "Hello".
Step 1 -Create a new layer
• Create a new layer and call it "action"
Add a new keyframe for this layer
• Select the layer
• Right-click after the last frame of your animation and add Insert Blank Keyframe (in our case this is frame 21) or
hit F7.
Add some Action Script
• Hit the F9 button
• This will open the Actions-Frame panel in ActionScript 2 (you can dock it to the properties panel) or the Actions
panel in ActionScript 3.
• Insert this (in either AS2 or AS3):
stop();
• As you can see in the screenshot below, the last frame in the action layer has a little "a" in it. This means that
there is some scripting attached to it.
Fine tune
• In our case I dragged the Background layer to the right (or hit F5).
• Then I inserted a "Hello" movie into this last frame. I took the one we made in the Flash frame-by-frame
animation tutorial
Here is screen dump with the 2 new layers and the bit of ActionScript code.
Flash classic motion tweening tutorial 78
Differences in CS4
In CS4 there is a new way of creating
motion animations which is easier. We
will document this some other day. In the
meantime, you should know that you still
can do "classic motion tweening" in CS4.
It works exactly in the same way. The
only (slight) differences ca be found in
the user interface for creating tweens and
motion guides:
• To add a tween between two frames in
Adding a short action script stop(); instruction to the action layer a layer, select "Create Classic
Tween"
• To add a motion guide in CS4, right click on the layer name to the left of the newly created classic tween and
select Add Classic Motion Guide.
The same rules apply:
• Only symbols can be animated.
• Only one symbol can be on the stage per animated layer.
Attached two pictures:
Resources
• clipart
• Follow up the links in Flash and AS3 links - general and Flash and AS3 links - tutorials for other tutorials.
Software
Besides Flash from Adobe, certain animation software can export in Flash. I didn't find any software that can export
to *.fla, just *.swf. Therefore using such tools is ok if you just want to produce animations in an easier way.
E-Frontier products (commercial)
• E-Frontier home page [13]
• E.g. Anime Studio Anime Studio (Wikipedia) [14]
• Motion Artist
Toufee (free online software, needs registration)
• Toufee Home Page [23]
• Toufee [15] (Wikipedia)
• Toufee Wiki [16]
KToon (not tested)
• Frame-by-frame animation drawing tool for Unix systems (including Linux).
• Ktoon can export animations in Flash or a series of PNG images.
• KToon Home Page [17]
• KToon Wikipedia article [18]
Flash classic motion tweening tutorial 80
Other Links
• Flash animation [20] (Wikipedia)
Materials used
(including the *.fla's)
Grab stuff from this directory:
http://tecfa.unige.ch/guides/flash/ex/motion-tweening-intro/
References
[1] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ drawing-intro/ flash-cs3-drawing-trees3. fla
[2] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-tweening. html
[3] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-tweening2. html
[4] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-shape-tweening. html
[5] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-rotating-clock. html
[6] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-rotating-clock. fla
[7] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-tweening-sun. html
[8] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-tweening-sun. fla
[9] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-rocket-moving. html
[10] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-guide-tweening. html
[11] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-guide-tweening2. html
[12] http:/ / tecfa. unige. ch/ guides/ flash/ ex/ motion-tweening-intro/ flash-cs3-motion-guide-tweening2. fla
[13] http:/ / www. e-frontier. com/
[14] http:/ / en. wikipedia. org/ wiki/ Anime_Studio
[15] http:/ / en. wikipedia. org/ wiki/ Toufee
[16] http:/ / www. toufee. com/ wiki/ index. php/ Main_Page
[17] http:/ / ktoon. toonka. com/
[18] http:/ / en. wikipedia. org/ wiki/ KToon
[19] http:/ / www. adobe. com/ designcenter/ video_workshop/
[20] http:/ / en. wikipedia. org/ wiki/ Flash_animation
Flash CS6 motion tweening tutorial 81
Overview
Motion tweening means motion animation with interpolation.
Learning goals
Learn about basic motion animation
Add some simple filter transforms (e.g. size, color) to the animated object
Learn how to use frame-by-frame animations within embedded movie clips.
Prerequisites
Flash CS4 desktop tutorial or Flash CS6 desktop tutorial
Flash layers tutorial (first part)
Flash drawing tutorial (at least some of it)
Flash frame-by-frame animation tutorial (not absolutely needed, but probably useful)
Flash motion interpolation overview
Moving on
Flash shape tweening tutorial
Flash animation summary
Flash embedded movie clip tutorial (explains in some more depth how to use embedded clips)
After that you should be ready for interactivity. E.g. do the Flash button tutorial
Quality and level
This text should technical people get going. It's probably not good enough for beginners, but may be used as
handout in "hands-on" class. That is what Daniel K. Schneider made it for...
It aims at beginners. More advanced features and tricks are not explained here.
Materials (*.fla file you can play with)
http://tecfa.unige.ch/guides/flash/ex6/motion-tweening-intro/
Alternative version
Flash classic motion tweening tutorial (CS3 style animation)
Flash CS4 motion tweening tutorial (similar, but less)
Introduction
Wikipedia [1], retrieved May 28 2009 defines tweeing as “Inbetweening or tweening is the process of generating
intermediate frames between two images to give the appearance that the first image evolves smoothly into the second
image. Inbetweens are the drawings between the keyframes which help to create the illusion of motion.
Inbetweening is a key process in all types of animation, including computer animation.”.
In this tutorial we will introduce Flash CS4/CS5/CS6 motion interpolation. See also Flash animation overview and
the Flash classic motion tweening tutorial
Built-in motion tweens are applicable only to "heavy" Flash objects, in particular instances of movie clip symbols
and text fields. Other types of objects (e.g. drawings or shapes) must first be wrapped into a symbol when
interpolation is applied to them. We suggest that you should not let Flash do this, i.e. think ahead and and transform
Flash CS6 motion tweening tutorial 82
• Make sure it is no unwanted object in the scene for this layer. If you want to create a symbol from drawings that
extend over many layers, the procedure is the same, just make sure that you only select wanted elements.
Step 2: Create the interpolation animation (motion tween)
First select the object (symbol instance) on the stage
Then do one of the following:
• Menu Insert> Motion Tween
• Right-click (Windows) or Ctrl-click (Macintosh) on the object or the current "frame" and choose Create Motion
Tween.
In the following screenshot we show how to add a motion tween to an "Raising Sun" symbol of the "Sun" which is in
the library.
Flash now creates a motion tween span with an interpolation of 24 frames (default). Span refers to the range of the
interpolation, from the beginning to the end. By default 24 frames last one second at the default frame rate of 24
FPS.
Step 3: Create the motion path
The control (slider) in the timeline (scenario) was placed in the last frame. Now move the object to a new position.
A motion path (trajectory) appears on the scene. The motion path shows the trajectory of interpolated images during
the tween span. For now, we see just a straight line that connects the first frame to last. You can change this
interpolation path to create a more interesting one.
Once done, you'll see this: