Flash Animation Help! In Need of Tutorial/Quick Schooling
13 years ago
General
Okay, so I want to do a quick animation test tonight, where I string some "traditionally" animated (drawn frame by frame) into Flash and string them together by buttons. Honestly dunno how to go about it, the last time I tried, it felt like I was using duct-tape, and probably wasn't the best method lol
So, anybody know what video or file format to save the events in? (several short clips of Looped actions and Transitions to the next Loop) (avi, mov, gif, etc) Thinkin on using .avi like I did for the older ones, but not sure if it's the thing to do, or import frame by frame and save in Flash somehow... or something, I'm dense with this lol
So, in a nutshell, the idea is to have looped animations happen, while linking them with transitional animations, and a climax. You've seen these before on
iomar's page and the like haha
Really, really appreciate the help and thanks for reading this!
So, anybody know what video or file format to save the events in? (several short clips of Looped actions and Transitions to the next Loop) (avi, mov, gif, etc) Thinkin on using .avi like I did for the older ones, but not sure if it's the thing to do, or import frame by frame and save in Flash somehow... or something, I'm dense with this lol
So, in a nutshell, the idea is to have looped animations happen, while linking them with transitional animations, and a climax. You've seen these before on
iomar's page and the like hahaReally, really appreciate the help and thanks for reading this!
FA+

you really don't want me to show it to you?
I do animation for a living just hit me up if your having issues dude.
You can import them back into your library at a later time, just keep in mind of your file size and it won't be much issue.
as for assigning buttons you just place an action script at the beginning of what you want your button to do. For instance. to play the scene from the beginning you woud have your timeline like this.
[123456789 10 11 12 ..... Ec]
[1]This is where you would have your button script,
and you'd start your animation on frame 2, so frame 1 would be blank for each scene.
I'm getting how the Timeline works, but if I import movies in, I get that I can't quite split them up to have a Button affect certain points for Looping and transitioning from a certain point on. I also know that I'm not explaining this well enough lol
It's like, I want it to start, then loop at a certain section, then wehn a button's pressed, I don't want it to just jump to the next set, but play through the current loop into the next set so that it's more seamless. I don't know if I can do that with premade, imported movies/loops
go to the Collin County Community College campus on Spring Creek and Jupiter. go to the "K" wing which is on the very end of the building away from the big parking lot. ask any of the instructors there (especially Marshal Pittman or Tom Ottinger) about who is available to give some tutorials. they'll probably say Gail Ellison is somewhere around and you can ask her. if she can't help, then find out when Kim Bauer is available to talk to, and you really should take her class about Flash. with in-state tuition, you can get in on a once-a-week class for like 100 bucks.
srsly.
ans besides that, Marshal and Gail and Kim are all terribly sweet folks, they'll help you if they can and have time.
Quickest dirtiest way to get mini movies from buttons is to build your background and buttons on frame 1, in frame 1 actionscript put stop(); and then the buttons actionscript you put the on(mousedown) {gotoandplay(XYZ);} where XYZ is the sections first frame (I think the mousedown is proper event for that), and then last frame of each section you do another stop(); as only line of script. That way each clip is off in it's own little section of timeline and you can control finer things. Saving space you can have it repeat over frames with a simple counter and gotoandplay(ZYX); and then after X times it just lets it continue on past over that jump, so then even saving in the images, you're not placing copies.
If you just import movies then you still will have duplicate frames over and over saved as the raster pixels and still be taking up more space if there are ANY repeated frames, it's still better to import each frame as a object so it only needs it once in the library and then using the same object as links when you drag into the canvas will make it still reference the same frame. It's the difference between 1 image per frame, or 1 image per repeated scene frame, which with a looping 5 time movement, would save you in the dozens of frames and cut filesize down 1/5 for just that scene.
I'll actually build you a small template movie if you need example?
Heres some snippets that should help, should be all you need to get the button and scene movements :D
stop(); // on first keyframe with buttons to keep it from autoplaying
gotoAndStop(1); // on empty black keyframe end of each scene to go back to menu
// on seperate Actions layer so it's always available invisibly, one copy for each button, name the button on the canvas in properties, BUTTON_OBJ_NAME is that instance name, creating click listener, also needs unique named function call and the function name for each button.
BUTTON_OBJ_NAME.addEventListener(MouseEvent.CLICK, UNIQUE_NAME);
function UNIQUE_NAME(event:MouseEvent):void
{
gotoAndPlay(2); // first frame number of scene to go to
}
var loopsleft; // actions layer first frame to make the variable exist
loopsleft = 3; // on a keyframe one frame before the beginning of the loop with number of times to loop
// on the last keyframe of a loop
while (loopsleft-- > 0) {
gotoAndPlay();
}
making a blank layer of just actions on keyframes and then a art layer is usually best, but if you're keyframing most or all the frames anyway to make the Graphic objects be different, then it probably won't matter :]
var loopsleft;
you can name it:
var escape_me;
and then instead of:
while (loopsleft-- > 0) {
gotoAndPlay();
}
you'd put:
if (!escape_me) { // if we didn't stop it yet
gotoAndPlay(START_OF_SCENE);
} else { // otherwise we want to go to next scene OR you can use the gotoAndStop with 1 to go back to menu
escape_me = false;
gotoAndPlay(NEXT_SCENE);
}
andddd then you'd need to make a button with that CLICK_EVENT block but instead of:
gotoAndPlay(2);
inside it, you'd put:
escape_me = true;
That'd make it loop until the variables set, then once clicked and the scene loop ends it'll move on.
keyframe 1 will have the "stop();", the "var escape_me;", and the initial button or buttons as the block of event code.
Each scene will have a black frame after. That has the "if (!escape_me)" block in it.
Each scene on a layer above it will have the button in keyframe-framed sections so it's only one copy each scene, and have the actionscript in that for the click.
That... should be all you need :]