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A keyframe is inserted at the end of the motion tween. The left arm rotates smoothly from the resting position to the outstretched position. Right-click his right arm and choose Create Motion Tween. Animate inserts a keyframe at the end of the motion tween. The arm rotates smoothly from the resting position to the outstretched position. Your animation of the alien raising his arms is complete. Animate opens a window showing the exported animation. The alien moves along the motion path while the nested animation of his arms moving plays and loops.
To prevent the looping, you need to add code to tell the movie clip Timeline to stop on its last frame. But you can also have nested animations and graphics inside of graphic symbols, although they work a little differently. It will only play if there are sufficient frames on the main Timeline where the instance is placed.
Because of the ease with which you can pick and choose what frame inside a graphic symbol shows, graphic symbols are ideal for lip syncing or other character variations. Using the Frame Picker for phonemes If animated characters talk, their mouth will be synchronized with their words.
Each sound, or phoneme, is produced by a different mouth shape. Animators draw a collection of these mouth positions to be used to synchronize to the soundtrack. You can store each mouth position as a keyframe in a graphic symbol.
The file contains your familiar alien character on the Stage. The alien is not animated on a path, but his head is a graphic symbol with multiple keyframes inside of its Timeline. Notice that the Timeline contains five keyframes in the mouth layer. Each keyframe shows the mouth in a different position. Frame 1 has a small closed mouth, frame 2 a rounded mouth, frame 3 a wide open mouth, and so on. Animate creates a SWF to play the animation. Nothing happens because there is only a single frame on the main Timeline, and a graphic symbol needs frames on the main Timeline to play its own Timeline.
Frames are added to both layers up to frame Animate plays the animation. The graphic symbol plays all of its five keyframes repeatedly during the 45 frames of the main Timeline.
Leave the value of the First field at 1. The Frame Picker panel opens. The Frame Picker shows thumbnail images of all the frames inside the graphic symbol. When the animation plays frame 12, the alien head graphic symbol will change to frame 4. When the animation reaches frame 14, the head symbol will switch to displaying frame 2. Easing Easing refers to the way in which a motion tween proceeds. You can think of easing as acceleration or deceleration. An object that moves from one side of the Stage to the other side can start off slowly, then build up speed, and then stop suddenly.
Or, the object can start off quickly and then gradually slow to a halt. Your keyframes indicate the beginning and end points of the motion, but the easing determines how your object gets from one keyframe to the next. A simple way to apply easing to a motion tween is to use the Properties panel. A negative value creates a more gradual change from the starting position known as an ease-in.
A positive value creates a gradual slowdown known as an ease-out. Splitting a motion tween Easing affects the entire span of a motion tween. If you want the easing to affect only frames between keyframes of a longer motion tween, you should split the motion tween.
However, the actual movement of the car starts at frame 75 and ends at frame The motion tween is cut into two separate tween spans. The end of the first tween is identical to the beginning of the second tween. The motion tweens of all three cars have now been split. This applies an ease-out to the motion tween. Animate plays the Timeline in a loop between frames 60 and so you can examine the ease-out motion of the three cars.
Frame-by-Frame Animation Frame-by-frame animation is a technique that creates the illusion of movement by making incremental changes between every keyframe. Frame-by-frame animations increase your file size rapidly because Animate has to store the contents for each keyframe. Use frame-by-frame animation sparingly. When the movie clip loops, the car will rumble slightly to simulate the idle of the motor. Inserting a new keyframe The frame-by-frame animations inside the carMiddle and carRight movie clip symbols have already been done.
Inside the carRight movie clip, three keyframes establish three different positions for the car and its headlights. The keyframes are spaced unevenly to provide the unpredictable up and down motion. You enter symbol-editing mode for the carLeft symbol.
Animate inserts a keyframe in frame 2 of the lights layer and the smallRumble layer. The contents of the previous keyframes are copied into the new keyframes. Changing the graphics In the new keyframe, change the appearance of the contents to create the animation. You can use the Properties panel to decrease the Y-position value by 1 pixel or press the Down Arrow key to nudge the graphics by 1 pixel.
The car and its headlights move down slightly. For a random motion like an idling car, at least three keyframes are ideal. Keyframes are inserted into frame 4 of the lights and smallRumble layers.
You can use the Properties panel or press the Up Arrow key twice to nudge the graphics by 2 pixels. The car and its headlights move up slightly. Animating in 3D presents the added complication of a third z axis. When you choose the 3D Rotation or 3D Translation tool, you need to be aware of the Global Transform option at the bottom of the Tools panel.
Moving an object with the global option selected makes the transformation relative to the global coordinate system, whereas moving an object with the local option on makes the transformation relative to itself. Insert a new layer at the top of the layer stack and rename it title.
The movietitle instance appears in your new layer in the keyframe at frame Animate converts the current layer to a tween layer so you can begin to animate the instance. The 3D rotation control appears on the selected movie clip. The change in the 3D rotation becomes a motion tween, so the title appears to swing in three dimensions.
That means controlling where to point the camera to frame the action, zooming in or out, panning, or even rotating the camera for special effect. All of these camera movements are available in Animate with the Camera tool. The Timeline contains added frames and a motion tween in the title layer.
On the Stage, the camera controls appear. You can click the button again to restore the Camera layer. To delete the Camera layer entirely, select it and click the Delete button trash can icon.
The Camera layer operates a little differently than a normal layer in which you are accustomed to adding graphics. Disable the Camera layer by choosing your Selection tool, or by clicking the Remove Camera button at the bottom of the Timeline.
Your camera will initially hide a part of her face to create a little bit of mystery. There are two modes on the controls, one for Rotate and another for Zoom. The Zoom mode should be highlighted. The Camera view zooms closer into the Stage. The slider snaps back to the center, allowing you to continue dragging to the right to continue zooming. You can also enter a numerical value for the zoom in the Properties panel in the Camera Properties section. Your Stage shows a close-up view of the cityscape between the two main characters.
As with any bitmap, zooming in too dramatically will reveal the limitations of the original embedded image. The contents of the Stage move to the right. So if you point your camera to the left, the objects in view will move to the right. Animating a pan A pan is the motion of the camera left to right or up and down.
In the context menu that appears, choose Create Motion Tween. A motion tween is added to the Camera layer, indicated by the blue-colored frames.
Hold down the Shift key to constrain the motion to a straight vertical line. A new keyframe is established at frame 25, and Animate creates a smooth motion of the camera between the two keyframes. Panning across the Stage Your viewers now see this mystery woman, who is looking to her left. But who or what is she looking at?
A new keyframe is automatically created at frame 70 with the camera in its new position. The camera pans across the Stage from left to right between frames 40 and The camera will hold its position from frame 70 to frame After the mystery man is revealed, the camera zooms out to show both characters, the cityscape, and the animation of the title fading into view.
Animating camera color effects You can also apply and animate camera color effects to create a color tint or to change the contrast, saturation, brightness, or hue of the entire view on the Stage. The Brightness, Contrast, Saturation, and Hue values appear, all of them with a value of 0. The view through the camera becomes desaturated and all the graphics on the Stage appear black and white.
Animate creates a motion tween of the camera becoming more desaturated from frame to frame You can also use the integrated Controller at the bottom of the Timeline. However, to preview your animation as your audience will see it and to preview any nested animations within movie clip symbols, you should test your movie. Animate displays the SWF file in a new window with the exact Stage dimensions and plays your animation. Test your movie for both your 04CameraStart.
To exit Test Movie mode, click the Close window button. For example, animations with HTML5 or on mobile devices often rely on sequential PNG files or a single file that packs all the images organized in rows and columns, known as a sprite sheet. The sprite sheet is accompanied by a data file that describes the position of each image, or sprite, in the file. Generating either PNG sequences or a sprite sheet of your animation is easy.
First, your animation must be within a movie clip symbol. In the next steps, you select the destination on your hard drive for your images and the dimensions of your images. For a sprite sheet, right-click the symbol and choose Generate Sprite Sheet. The Generate Sprite Sheet dialog box that appears provides different options, such as sizing, background color, and the particular data format.
Click Export to output the sprite sheet and data file. Review Answers 1 A motion tween requires a symbol instance on the Stage and its own layer, which is called a tween layer. Download Download PDF. Translate PDF. All rights reserved. If this guide is distributed with software that includes an end user license agreement, this guide, as well as the soft- ware described in it, is furnished under license and may be used or copied only in accordance with the terms of such license.
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For the latest on Adobe Press books, go to www. To report errors, please send a note to errata peachpit. For information on getting permission for reprints and excerpts, contact permissions peachpit. Animate CC is widely used in the creative industry to develop engaging projects integrating video, sound, graph- ics, and animation.
You can create original content in Animate CC or import assets from other Adobe applications such as Photoshop or Illustrator, quickly design animation and multimedia, and use code to integrate sophisticated interactivity. Use Animate CC to generate graphics and animation assets, to build innovative and immersive websites, to create stand-alone applications for the desktop, or to create apps to distribute to mobile devices running on the Android or iOS system.
With extensive controls for animation, intuitive and flexible drawing tools, and output options for HD video, HTML5, mobile apps, desktop applications, and Flash Player, Adobe Animate CC is a rare example of a robust multimedia authoring environment that enables your imagination to become reality. About Classroom in a Book Adobe Animate CC Classroom in a Book release is part of the official training series for Adobe graphics and publishing software developed with the support of Adobe product experts.
The lessons are designed so you can learn at your own pace. Classroom in a Book also teaches many advanced features, including tips and techniques for using the latest version of this application. You can follow the book from start to finish, or do only the lessons that correspond to your interests and needs. You should have a working knowledge of your computer and operating system. You should know how to use the mouse and standard menus and commands, and also how to open, save, and close files.
If you need to review these techniques, see the printed or online documentation included with your Microsoft Windows or Apple Mac OS software. In addition, you need to download the free Adobe AIR runtime, available at get. The following specifications are the minimum required system configurations.
For updates on system requirements and complete instructions on installing the software, visit helpx. Online Content Your purchase of this Classroom in a Book includes online materials provided by way of your Account page on peachpit. These include: Lesson files To work through the projects in this book, you will need to download the lesson files from peachpit.
You can download the files for individual lessons or it may be possible to download them all in a single file. Web Edition The Web Edition is an online interactive version of the book providing an enhanced learning experience. To accommodate the changes, sec- tions of the online book may be updated or new sections may be added.
Click the Launch link to access the product. Continue reading to learn how to register your product to get access to the lesson files. If you purchased an eBook from a different vendor or you bought a print book, you must register your purchase on peachpit. Click the Access Bonus Content link below the title of your product to proceed to the download page.
Click the lesson file links to download them to your computer. Download the supplements from the same page as the lesson files. How to Use the Lessons Each lesson in this book provides step-by-step instructions for creating one or more specific elements of a real-world project.
Some lessons build on projects created in preceding lessons; most stand alone. All the lessons build on one another in terms of concepts and skills, so the best way to learn from this book is to proceed through the lessons in sequential order. In this book, some techniques and processes are explained and described in detail only the first few times you perform them. The files in the End fold- ers 01End, 02End, and so on within the Lesson folders are samples of completed projects for each lesson.
Use these files for reference if you want to compare your work in progress with the project files used to generate the sample projects. Additional Resources Adobe Animate CC Classroom in a Book release is not meant to replace documentation that comes with the program or to be a comprehensive reference for every feature. Only the commands and options used in the lessons are explained in this book.
For comprehensive information about program features and tutorials, refer to these resources: Adobe Animate Learn and Support: helpx. Visit helpx. Adobe Creative Cloud Learn: For inspiration, key techniques, cross-product workflows, and updates on new features, go to the Creative Cloud Learn page, helpx.
Available to all. Adobe Forums: forums. Adobe Create: create. Resources for educators: www. Find solutions for education at all levels, including free curricula that use an integrated approach to teaching Adobe software and can be used to prepare for the Adobe Certified Associate exams.
Also check out these useful sites: Adobe Add-ons: creative. Adobe Animate CC product home page: www. A directory of AATCs is available at training. Herbert School of Communication at Hofstra University where he teaches multimedia storytelling, data journalism, and information design. Download the project files for this lesson from the Registered Products tab on your Account page at www.
Motion tweening is the basic technique of creating animation with symbol instances. Account page, make sure to do so now. See 1 Double-click the 04End. The project is an animated splash page for an imaginary soon-to-be-released motion picture. This file is an ActionScript 3. Saving a working copy ensures that the original start file will be available if you want to start over.
Animation can be as simple as moving a box across the Stage from one frame to the next. It can also be much more complex. In Animate, the basic workflow for animation goes like this: Select an object on the Stage, right-click, and choose Create Motion Tween from the context menu.
Move the red playhead to a different point in time and move the object to a new position or change one of its properties. Animate takes care of the rest. Motion tweens create animation for changes in position on the Stage and for changes in size, color, or other attributes. Motion tweens require you to use a symbol instance. Animate also automatically separates motion tweens on their own layers, which are called tween layers.
There can be only one motion tween per layer without any other ele- ment in the layer. Tween layers allow you to change various attributes of your instance at different key points over time. For example, a spaceship could be on the left side of the Stage at the beginning keyframe and at the far-right side of the Stage at an ending keyframe, and the resulting tween would make the spaceship fly across the Stage.
Senior animators would be responsible for drawing the beginning and ending poses for their charac- ters. The beginning and ending poses were the keyframes of the animation. Understanding the Project File The 04Start. All the necessary graphic elements have been imported into the library. The Stage is set at a generous pixels by pixels, and the Stage color is black. You might need to choose a different view option to see the entire Stage.
It will begin slightly lower than the top edge of the Stage, and then rise slowly until its top is aligned with the top of the Stage. Create a new layer above the footer layer and rename it city. This positions the cityscape image just slightly below the top edge of the Stage. Motion tweens require symbols. Animate asks if you want to convert the selection to a symbol so it can proceed with the motion tween. Click OK. Animate automatically converts your selection to a symbol with the default name Symbol 1, and stores it in your Library panel.
Animate also converts the current layer to a tween layer so you can begin to animate the instance. Tween layers are distinguished by a special icon in front of the layer name, and the frames are tinted blue. The range of frames covered by the tween is the tween span. The tween span is represented by all the colored frames from the first keyframe to the last keyframe.
Tween layers are reserved for motion tweens, and hence, no drawing is allowed on a tween layer. Holding down the Shift key constrains the movement to right angles. A small black diamond appears in frame at the end of the tween span.
This indicates a keyframe at the end of the tween. Animate smoothly interpolates the change in position from frame 1 to frame and represents that motion with a motion path. Animating changes in position is simple, because Animate automatically creates keyframes at the points where you move your instance to new positions. Integrated into the bottom of the Timeline is a set of playback controls. You can also use the playback commands on the Control menu.
The playhead loops, allowing you to see the animation over and over for careful analysis. The playhead loops within the marked frames. Click Loop Option again to turn it off. Report DMCA. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes.
Adobe animate cc classroom in a book (2017 release) pdf freefree -
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