Go back to frame 1, select the symbol and change the value in the Looping panel to 1 again.ġ1. Now when you scrub the time line or hit enter you should see that as soon as the timeline hits that keyframe it changes the play point of the inner timeline to the number you’ve told it to play from.ġ0. Select your symbol and in the looping panel change the value to 1, 10, 20, 30 or 40. This is instancing the frame of the inner timeline.ĩ. Notice anything?īy changing the value here, what we are doing is telling flash to play the inner timeline of that symbol to play at frame 10 instead of the default frame 1. In the Looping panel change the “first” value to 10. Now within the properties panel (where we found the tweening sub panel earlier) There is a sub-panel named “Looping” (see fig. On the main timeline, at frame 1, select your symbol. By default it’s told to play from frame 1 of the inner timeline. As soon as the timeline rolls over or begins on a keyframe it tells the symbol to play whatever is inside. **What is happening here in the background is that Flash is getting information from the symbol’s first keyframe. So what we have now is the animation on the main timeline controlling the movement of your symbol and inside that symbol is the timeline with the keyframes changing those numbers. Then like before, right click on the timeline between your 2 keys and select create classic tween. On frame 40 in the main timeline add a keyframe (F6) and move your circle anywhere on your stage. When you hit enter or scrub the timeline the animation inside the circle will play even though there is no animation on the main timeline. Double click anywhere in the empty part of the stage to “go up a level” to the main timeline. When you hit enter or scrub the time line you should end up with something like below.Ħ. Do the same for frames 20, 30 and 40, drawing the numbers on each frame. Delete the ‘1’ you just drew and draw the number 10. At frame 1, draw the number 1 with the brush tool. Double click your new symbol to go inside it’s timeline.ĥ. It’s important to note at this point that when the dialogue box pops up, ensure that it’s set to “graphic”. Create a circle, select it and turn it into a symbol (F8). Create a new document and give your timeline 40 frames length (select frame 40 in the timeline and hit f5 to add frames)Ģ. I’ll go through a step by step example to help understand it.ġ. Instancing allows you to choose where that inner animation begins from outside of that timeline. The basic concept behind instancing and looping is whereby you have a symbol with animation occurring inside of it. Instancing and looping is a step up from that and one of the most important elements of animating in flash to get a grasp on. In the first tutorial I covered the concept of timelines within symbols.
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