1. Open Flash to a
blank, new "Movie". The scene displayed will be called "Scene
1", and will have a white background.
- Change the Movie's
background: Modify> Movie> "Background" (color box selector)>
choose a light blue color> OK
2. Open the "Library"
window
- From it, select
Options> New Symbol
- Name it "Bomb",
select the "Graphic" radio button> OK
You will then see the word "Bomb" next to an icon in a small
white square next to the word "Scene 1" at the upper-left
of the movie window. This means you are now editing the graphic symbol
"Bomb" (which is still blank), rather then the whole movie.
- Draw the body of
the bomb (just the round black part, without the fuse top on it) by
selecting the circle tool from the Tool Palette, and assigning the proper
colors to the outline and the inside of the circle (the outline color
for this circle should be blank, indicated by the box showing the color
for the line part being gray with an x in it). You can also select a
"radial gradient" and edit its colors to give the look of
a sphere.
Use the Bucket tool to dump the Gradient color onto the circle you just
made if you want to change the position of the gradient fill on your
bomb object.
Since the Bomb graphic has only one layer now, we should name that layer
by left-clicking the word "Layer 1". Rename it "sphere".
After you have done that, add another layer (Insert Layer) above layer
"sphere", (There are 3 ways to insert a layer: 1. Insert>
Layer; 2. Right click on an existing layer> Insert Layer; 3. Left
click the tiny "+layer" icon below the Layer list) and name
it "bomb top"
Before you draw the top part of the bomb, Lock the layer called "sphere"
by the clicking on the dot below the little lock icon, OR by selecting
"Lock Others" by right clicking on the "bomb top"
layer.
On the "bomb top" layer, use the square tool, with a linear
gradient, to make the bomb top part. You can move, and rotate this part
into the desired position by selecting the "Arrow" tool, then
selecting the object you just drew, then moving it with the mouse and
rotating it after selecting the "rotation" icon directly under
the tool palette.
You can also modify the shape of this object by having the arrow tool
selected, then touching an edge of the object and carefully manipulating
the line-edge you are touching by pushing it in or pulling it out.
(Make an oval shape to "cap" the bomb top object and position
it correctly if you have decided to make it appear as though that part
is oriented at a particular angle. You can Group the Bomb Top and the
Cap objects by selecting the both: Shift-select, or dragging a rectangular
selection area over both, then: Modify> Group). This will allow you
to position them as a unit.
You now have the completed "bomb" as the only Symbol
in your Library.
- Make a new Graphic
Symbol (from Library window: Options> New Symbol> Name: fuse)
The same procedure as when you made the bomb graphic begins. This time
use the Pencil tool with a light gray or white color selected to draw
a smooth line (line style and width choice tools are directly below
the tool palette.) that will be your fuse.
Note: Keep in mind the position of each object you draw with relation
to the "Cross-hair center point". It is best to position them
in the center to avoid problems with animation later.
3. Return to "Scene
1" (by clicking on that word in the upper left, or by clicking on
the "Clap-board" icon in the upper-right, then selecting: "Scene
1". You will notice it is BLANK, and contains only one layer.
- Drag the bomb symbol
from the library to the middle of the stage. The bomb graphic is now
the only object on layer 1, so let's name that layer "bomb body"
- Insert a new layer,
name it "bomb fuse", lock out "bomb body" layer,
and drag the fuse object out of the library onto the stage. Position
it so that it ends at the right position on the bomb top (which is on
the layer below it).
Note: you will notice that this scene has only 1 frame being used at
this time.
- Since we want the
fuse to 'burn' for 2 or 3 seconds we will need to add some frames to
our animation. 30 frames should be fine. But before we do that, we need
to do something to the fuse object (on the stage, where it is now called
an Instance, not in the library).
Select the fuse instance (a square box appears around it), then select:
Modify> Break Apart (the square box goes away, and the fuse itself
becomes highlighted with tiny stripes. This means we have taken it back
to its line form as when we created it.)
With the fuse still selected this way, select: Modify> Curves>
Lines to fills. (The tiny stripes are now tiny dots, indicating that
the fuse on the stage is now a shape rather than a line,
and has different manipulation properties, which will let us erase it
to achieve a 'burning down' animation effect, later.)
4. Now add the frames
to the animation by putting the cursor in frame 30 (of each layer, or
both at the same time by drag selecting), and Selecting: Insert> Keyframe
(or right-click> Insert Keyframe, or F6). The animation is now 30 frames
long; although it doesn't do anything yet.
5. Back to the library
to make the "spark"
- Options> New
Symbol> Name: spark; select Movie Clip this time; OK
- We will now create
the animated spark. You will notice that its little icon is different
from the others in the library. Because it is a Movie Clip.
- On layer 1 of symbol
"spark" draw kind of a flash looking object with the pencil
tool on 'straight line' style.
Don't forget to select an appropriate color: Yellow or orange. Make
sure you close the ends so you can fill it with a bucket of another
shade of yellow or orange.
- Now add frames
to the animation, 4 of 5 will be fine, and make sure there is a Keyframe
on all 4 or 5.
- Select the spark
shape in each keyframe (one at a time), and change it slightly. For
example: scale it up or down a little, rotate it a little, or even drop
in a bucket of a different color. It will only affect the shape in the
particular frame you have selected.
Note: Keep in mind the position of each object in each frame in relation
to the 'cross-hair' center point so that the frames aren't jumping all
over the place within this ANIMATED symbol.
- To test the look
of this animated symbol, press the play button on the controller
(Window> Controller) and make sure you are seeing the playback
'looped' (Control> Loop Playback)
You can even see the animation of a symbol in the library window, but
it will not loop.
6. Back to Scene 1
- Insert a new layer,
name it "spark ani", lock the other layers, and drag the "spark"
symbol out of the library and onto the stage.
- Position that symbol
at the end of the fuse, and scale it if the size does not look right.
Note: You will find that if you press the play button on the controller,
the spark symbol doesn't animate. This is because 'Movie Clip' symbol
animation is not visible on the stage. You must test the movie (Control>
Test Movie) to see what your complete animation will look like. Go ahead,
do that now.
7. Now, we need to
animate the spark down the fuse.
- With the 'spark
ani' layer selected, Select: Insert> Motion Guide (or right click>
add motion guide)
You will see that the layer icons have adjusted to indicate the relationship
between the 'spark ani' layer and its 'Guide layer'. Don't forget to
lock others.
In fact, to enable us to draw a guide on the 'Guide' layer we need to
show the other layers as 'outlines' only, by clicking on the dot under
the 'black box' icon for each other layer.
- Draw another line
on the guide layer that is exactly the same shape of the fuse. (Color
and width are not important on a guide layer, as you will not see it
in the final SWF movie that you produce.)
- Unlock 'spark ani'
layer.
- Hide (by clicking
the dot beneath the eyeball icon) the 'bomb fuse' and 'bomb body' layers).
- Insert a keyframe
on frame 30 of 'spark ani' layer.
Now we must attach the 'spark' instance to the motion guide line we
drew.
- Turn on the 'snap
to' icon (looks like a magnet, below the tool palette)
- Select the first
frame of layer 'spark ani' and select the 'spark' instance very close
to its center point, and as you move it around you will notice there
is a small circle in it. This circle will "snap" to the end
of the motion guide line. Release the mouse - you have established the
position of the 'spark' instance on frame one of the animation.
- Select frame 30
of the 'spark ani' layer. Do the same thing you did before, but this
time position the 'spark' instance at the other end of the motion guide
line. This is will the spark will be on frame thirty.
If you move the time line needle from frame 1 to frame 30, you will
see that the spark "pops" to the end of the guide line.
8. Creating the "Motion
Tween" that moves the spark down the fuse in span of thirty frames.
- Select frame 1
of 'spark ani' layer. Select: Modify> Frame> Tweening> Motion
(from pull-down; don't worry about the other choices for this lesson)
> OK
Now slide the red time-line needle or press play. Wow! The spark slides
down the guide.
Test the movie (Control> Test Movie) and you will see the animated
spark moving down the fuse toward the bomb.
Note: You can just close the Test Movie window when you are done looking
at it; it will open again next time you want to do a Test Movie.
BUT... the fuse is not burning down. Let's fix that now.
9. Burning the fuse
- On Scene 1: Lock
and Outline'spark ani' layer and its guide layer. Unhide and unlock
'bomb fuse' layer. Unhide (but leave locked) 'bomb body' layer.
- Drag-select all
frames in 'bomb fuse' layer, then: Insert> Keyframe (or F6)
You will see that every frame now has a keyframe
- Select the eraser
tool (with an appropriate size), then as you move the time-line needle
to the right, frame-by-frame, erase any part of the fuse object that
protrudes beyond the upper part of the 'spark'.
In fact, it wouldn't hurt to erase the fuse down to about the center
of the 'spark' so that nothing is sticking out as the spark animates.
Control> Test Movie
"Viola!"
10. The Big Bang
- Back to the Library:
Options> New Symbol> name it "Bang", choose "graphic"
- In the same manor
that you created the 'spark' object, draw a simple explosion object
(like a big 'spark'); but it will have only one frame, and NOT be a
movie clip.
11. Back to Scene
1 to put in the explosion layer.
- With the top layer
selected, Insert> Layer; name it 'big bang'; Lock Others (layers)
- Select frame 31
of this new layer and: Insert> Keyframe
- Drag 'bang' out
of the library and onto the stage.
You will notice that on frame 31 'bomb' disappears, and 'bang' appears.
So scale and position the 'bang' instance so it will be in the right
place to replace the bomb after it explodes.
- Select frame 33,
and: Insert> Keyframe
- At frame 33, scale
bang to be somewhat larger than it was in frame 31. (Kind of fill the
screen with it)
- With 'bang' selected
in frame 33, select: Modify> Instance>Color Effect>Alpha: then
slide the knob over to make 'bomb' transparent.
12. Animating the
Bang.
- In 'big bang' layer,
select frame 30. Select: Modify> Frame> Tweening> Motion (don't
change the other details)
- In 'big bang' layer,
select frame 50. Insert> Keyframe
- Control> Test
Movie
13. Adding the sound
effects.
- Insert one more
layer (on top of 'Big Bang' layer) and name it "sounds"
- Select frame 1
of this layer then get your PRE-MADE sound effect for the spark by selecting:
File> Import; find your sound and click Open. (That will put your
sound in the Library)
- Then "double-click"
on frame 1 in layer "sounds"; or with frame one selected,
select: Modify> Frame> Sound: then select your just-imported sound
from the pull-down menu.
Then insert another keyframe on frame 30 (where your explosion begins),
and repeat the process with your PRE-MADE sound effect for the explosion.
Note: You may need to add a few frames to the end of your sound layer
to allow time for the explosion sound effect to finish playing.
You're Done!
Final Comments:
I have added a loading loop, and 'Play' & 'Stop' buttons to the sample
movie to allow you to better analyze it.
In class this week
we will deal with Buttons to start & stop your movie, and Frame
Actions to control its play.
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