2 [Adobe: Photoshop -‐ Flash – Tutorials] edited by Anastasios Maragiannis. Contents Sound Forge: Sound Editing Tutorial. Adding Sound to a In Photoshop CS3 the Tool bar may be displayed in two ways the images bellow will. This lesson will be the first in a series where all the animation techniques in Flash CS3 will be explained in detail. Motion tween animation is. - Flash CS3 Professional Software pdf manual download. This tutorial is an introduction to Adobe Flash CS3 and will demonstrate the basic Flash.
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moser, Inc. (link-marketing.info) Flash CS3 video is powered by On2 TrueMotion All PDF documentation is available through the Adobe Help Resource .. For a text tutorial about creating an application, see Create an Application on the. Adobe Flash CS3 Tutorial: (Tutorial #2). Creating an Animated Banner. Overview of the Animated Banner. The animated banner you will create is shown above. PDF generated using the open source mwlib toolkit. Flash CS4 motion tweening with AS3 tutorial. More interactivity Adobe Flash CS6 Professional and for Flash version 9 using CS3, plus some CS4/CS5 tutorials that introduced new.
This screen offers a few options for creating a Flash file. April 5 — 10, Web Page Design 2 Apr 14, at You cannot animate a simple drawing. It is part of the work area. We will introduce more functionalities in other tutorials. If you do different kind of work with Flash, you may save several kinds of working environments.
To change this, right-click on frame 11 of the floor layer and select Insert Frame. As you can see, the frame is represented by a small rectangle in your timeline. This shows you that the first keyframe of the floor layer lasts until frame 11 without any change. It has been prolonged in duration by the addition of a simple frame. And that's exactly what you need, because the floor needs to be seen at all times, together with the ball, but without any changes. Also, notice that you have added a frame while this layer has been locked.
That's perfectly OK. You can add or remove frames and keyframes from a layer even while it's locked. Since you won't be making any modifications to the floor layer, it is best to keep it locked, thus preventing any possibility of accidentaly adding or removing something from it.
I recommend using the keyboard, because you will move the ball straight down, while it is possible that you can accidentally move it left or right with your mouse.
Since you need the ball to fall straight down, use your keyboard. Move it down to the floor. You will now animate this ball. Right-click either on the first keyframe of the basketball layer or anywhere between the two keyframes and select the Create Motion Tween option from the contextual menu. If you have done everything as I've shown you up until now, you should see a continuous arrow appear between the two keyframes, on a magenta background.
The image above shows how a successful motion tween looks like in the timeline. If anything went wrong, the arrow would be discontinued dashed. That's how Flash tells you that something doesn't click. To be able to make a successful motion tween animation, please note the following: You must use either a movieclip symbol which is my favorite symbol, because of its versatility or a graphic symbol.
You cannot animate a simple drawing. If you try that, Flash will attempt to animate it, and you will get unexpected and bad results. Also, remember that for a motion tween to be successful, a single symbol must be present in the layer where the animation is taking place either a movieclip or a graphic symbol.
You can not have multiple symbols or a movieclip and some other drawings or objects in the same layer if you want to have a good motion tween animation.
You will see your ball falling to the floor again and again. This is standard Flash behavior - an animation will loop endlessly unless you stop it via ActionScript, but that is not important right now. As you certainly noticed, the ball is somewhat slow. Let's speed up the animation.
Close the test window by pressing the close button in its upper right corner, to return to the Flash authoring environment. Increase the Frame rate to 24 fps. Click OK. You should see your ball move much faster now. This is the result of the frame rate increase. The abbreviation fps means frames per second.
It is the number of frames the playhead in your Flash movie passes through in 1 second. Now, you are going to repeadetly insert new keyframes and change the position of the ball to be able to create the bouncing movement. Do like you did before: If you are not sure where you are in the timeline, just look below the layers. There, you can clearly see where you are. The image below shows you the number of your current keyframe circled in red. You shoul place the ball upwards again, because it is supposed to rebound of the floor.
But, this time, you should move it a little bit downwards. I moved it by 40 pixels downwards. Why is this so? Because you must simulate reality. And in the real world, the Earth's gravity force pulls the ball so it never returns in its starting position, but always rebounds to a lower position than the last time.
Don't be surprised if it suddenly disappears. This is because the floor layer lasts longer than the basketball layer in the timeline. Instead of having to reposition it each time on the floor, the ball will always land on the same spot manually, you can accomplish this more easily.
Right-click on the second keyframe in the basketball layer and select Copy Frames from the contextual menu. In this new, 4th keyframe, the ball will be positioned exactly as it is in the 2nd keyframe. This is because when you copy a keyframe in Flash, all of its contents get copied too.
Every single object inside it, with all of its properties position, size, etc gets copied. You certainly noticed that this segment of the animation, the third motion tween, is a little bit shorter than the previous ones.
This is also to make it all look more real: The ball's fall gets shorter, so you have to make your motion tween shorter accordingly. Also, make the motion tween segment smaller each time. You can see how I did it below. The numbers at the bottom of the image indicate the keyframes in the timeline.
The motion tweens you made so far are fine, but still the animation doesn't look realistic. Because currently the ball isn't accelerating and decelerating. And the gravity pull does just that: In real life, while the ball is falling, it should be gaining in speed because of the gravitational pull. Meaning its speed should increase as it is approaching the ground. This is called acceleration. Also, when bouncing back up, its speed should decrease, again because of the gravitational pull.
As it is moving up, its slowing down. This is called deceleration. Luckily, Flash has just got an option in store for you - the easing option - which is made for simulating acceleration and deceleration.
Let me show you how to apply it to your current animation. You will find the easing option on its left side.
Click the little arrow next to it and a slider will appear. Drag it down until the value reaches This is called easing in or accelerating. Here's how you should set it to get a natural effect - a ball that slowly comes to a halt:. And that would be it. Test your movie to see the ball bouncing. The transparent Color panel is in the process of being docked together with the library panel. The top bar of the library panel is light blue, i.
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. Here is an example configuration Daniel K. Schneider is using. 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.
Of course, you also may choose to work with less visible panels and only open them when you need them, like in the following example that you can enlarge if you wish. Finally, you may save different configurations for different kinds of work you do Built-in Help is quite good, although contextual help could be better like being a systematic option on the right-click menu.
For some stuff you can get context-dependent help, i.
It will open a more or less appropriate section in the help tree. Select an item first e. In addition, in the built-in help menu you can find links to external sites. It doesn't work for me, maybe because my default browser is Firefox.
Within the built-in help texts there are also links to Adobe's on-line resources, but they do not necessarily work as they should e. In this section we will summarize functionalities of some Flash components. We will introduce more functionalities in other tutorials. This is just a short overview. The stage in the middle white by default is the area where you work on your Flash contents. It is part of the work area.
The gray part of the work area also called backstage can contain graphic elements on which you are working and that you plan to integrate into the stage sometimes, i. In deployed Flash "movies" this area will hold motion animation objects that later will "walk" into the scene.
On top of the desktop is the menubar on the Mac it will be on top of the screen. Flash lets you use tools and manipulate objects in three different ways:. Available operations in menus and panels are context dependent, i.
They also adapt to the Flash "Publish Setting" e. ActionScript 2 vs. ActionScript 3. We will introduce panels as we need them in other tutorials. Here we only would like to introduce the library: It contains all the objects you use in a Flash document plus other that you may have added. For example, in the flash drawing tutorial we used five different reusable objects, i.
Once you defined something as symbol either a graphic, a button or a movie clip you can reuse these as many times as you like in a flash document.
Now you should be ready to start learning how to create drawings with Flash. Move on to the Flash drawing tutorial. From EduTech Wiki. Jump to: Flash tutorials Tools: CS3 Level: Learning goals: