
Lab 06: Flash Animation 1
Overview
Flash (Animate CC) is a software package that allows you
to create projects called movies. A movie is much
like what you go to see in a movie theater. It is composed of one of more scenes.
A scene can be considered a small, self-contained movie and is
comparable to a chapter in a book. Our first movie will be a simple movie
showing a sunrise and an airplane flying across the sky.
Each scene consists
of several frames. A frame is one single picture within
a scene. Playing frames in rapid succession gives the human eye the illusion of
constant motion. A keyframe is a frame where the action of your
object changes significantly. Example: a plane flies across the
screen from left to right. Keyframe number one in this case would be the frame
where the plane starts on the left side of the screen, keyframe number two in
this case would be the frame where the plane stops on the right side of the
screen.
In addition to frames,
each scene can be made of different layers. To understand the concept
of layers, think of a stack of transparencies. You can place different
objects of your scene on separate transparencies (layers). To see the complete
scene, you would then look at all the transparencies together stacked up. This
is essentially the concept of layers. It is recommended to place each object
on a separate layer. This practice will make manipulating (animating) your
objects much easier.
Objects are also called symbols.
Symbols are those objects which make up your scene. Symbols
are objects that are stored in your movie's library for reuse. Symbols
can easily be reused and/or modified. Symbols can be added to the library by
the user.
Each layer has a timeline
which shows how the symbols on the layer change over the course of the
scene. The amount of time your movie is showing depends on the total
number of frames you define.
Our movie will also contain
some basic animation. To animate an object, you
define two or more keyframes (frames where the action changes significantly).
Between those keyframes are several frames which show the transition
between those keyframes. This transition can be generated
using Flash. The process of transition is called tweening.
Tweening is a Flash function which determines the best way to transfer
an object from one keyframe to the next.
Our first movie will be an animation showing a nature scene. We will
create a movie showing the sun rise and a cloud flying in the sky. The movie will
also have credits which show who created this movie. This movie will have one
scene, 40 frames and four layers.
Procedure
Note: to access
Flash on any of the COSC Lab PC, use . . .
Start / All Programs / Adobe Animate CC
- Start
Flash per above.
Select File / New / ActionScript
3.0. To ensure that all controls are shown on the screen, select View
/ Magnification / Show All, and select View/Preview Mode/Full. The properties
window should show to the right of your screen by default. If you
don't see this window, select Window / Properties to open it.
- Flash has
a dialog box called Document Properties that allows you to change
the main characteristics of your movie. The default background for each
movie is white. Our movie will show the sky, so we would like to change
the color of the background to blue. Select Modify / Document
and in the dialog box that appears, click on the Background Color
button. In the color palette that then appears, click on a light blue
shade for your background. Then click OK.
- Create a
sun. To help with this step, refer to the picture above. To
make your sun, click and hold the rectangle tool, then select the oval
tool. Use it to drag out a medium sized circle in the lower left
portion of the stage. To fill your circle, choose the Paint Bucket
tool in the Toolbox. Then click on the Fill Color button in
the Toolbox, and in the color palette than appears, choose an
appropriate color for your sun. Finally, click the Paint Bucket tool
inside your sun to fill the sun with your chosen color.
- Animate your
sun. Select the Pointer Tool (Selection Tool) in
the upper left corner of the Drawing Toolbox. Select all of
the sun (the interior and the outline) by drawing a rectangle around
the sun. Next, choose Insert / Classic Tween. Flash converts your
sun automatically to a symbol (placing it in the library).
- Define the
final position of your sun. Click directly under the timeline in
frame 40, the final frame of our animation. We want to use 40 keyframes to
make the sun rise from the lower left to the upper right. This means that
in frame 40, the sun will be in its final position, at the upper right of
the screen. Choose Insert / Timeline / Keyframe to make this a
keyframe. Notice the solid arrow between frame 1 and frame 40 signifying a
successful motion tween. Now we move the sun to its position in
frame 40. With frame 40 still selected, single click on your sun to
select it and drag it to its final position in the upper right area of the
stage.
- Change the color of your sun.
Note that unlike a real sunrise, your sun does not change color as it rises.
In this step, you will make your sun change color as it rises. Select frame 1,
click on your sun once to select it. In the Properties Window (to the right
of the stage) in the color effect list select Tint.

In the
color selection square (right next to Tint) select a shade of
orange for your sun. Adjust the sliders until your sun change color to a shade
of orange. Play your animation to see your sun change color as it rises! Make
sure to un-select your sun by clicking anywhere on the canvas outside of the
sun. Let's check our animation. To play your animation, choose Control
/ Rewind then Control / Play.
- Adjust the
path of the sun. When we played the movie we
noticed that the sun is taking a straight path from the lower left to the upper
right. We would like to curve the path a little. Click on the timeline in
frame 20. Flash now shows you the sun in the position in frame 20. Drag
the sun a little further up. Flash now shows a bullet in this frame,
meaning that it now designed this frame as a new keyframe. Control /
Rewind and Control / Play your movie again. Add a few more
keyframes to make the path look like a curve.
- Save your
project on your to your COSC109\CompletedLabAssignments folder. To
do this, choose File / Save As, navigate to your COSC109
folder and give your movie the name Lab06_MyMovie.fla, then click
the Save button.
- Add
another object (cloud) to your movie. Since we
want to animate our new object we will place the new object on its
own layer. To insert a new layer, choose Insert / Timeline
/ Layer. Note that this new layer, called Layer 2, is at the
top of the list of layers. (You might have to move your Toolbox out of the
way to see the layer name.) This means that objects in Layer 2 will
appear on top of objects in Layer 1. If necessary, you can
rearrange the ordering of the layers (called the stacking order)
in a scene. The name of the currently active layer is indicated in bold
face and in this case is Layer 2. You can change the active layer
by clicking on the name of the layer. Try this a few times but leave
Layer 2 as the active layer when you are done.
- Create a
cloud to fly across the sky. Create a
new layer for the cloud. Our keyframes for each layer will be again frame
1 and frame 40. Make sure that layer 2 is the active layer (click on
it if necessary). Draw a cloud on the left, upper side of the stage.
- Define the
final position of your cloud. Click directly under the timeline in
frame 40, the final frame of our animation. We want to use 40 keyframes to
let the cloud fly across the sky. This means that in frame 40, the
cloud will be in its final position. Choose Insert / Timeline /
Keyframe to make this a keyframe. Notice the solid arrow between frame
1 and frame 40 signifying a successful motion tween. Now we move
the cloud to its position in frame 40. With frame 40 still selected,
single click on your cloud to select it and drag it to its final position
towards the right portion of the stage.
13. Change the stacking order. Drag the bar labeled Layer 1 up into
the position where the bar labeled Layer 2 is. Again rewind and play your movie
and note the changes.
14. Add credits that show the creator of this
wonderful movie!
Insert a new layer by selecting Insert / Timeline / Layer. Layer 3
should now be your active layer. Select frame 20 of layer 3 to be your first
keyframe. Click on frame 20, then select Insert / Timeline / Keyframe.
In the Toolbox, choose the text tool. In the Properties Window,
select Font and set the font to Arial. Set the text size to 18
and the text style to Italics. Make sure the properties box shows static
text. Click somewhere in the lower half of the stage and type three lines of
text:
This
fantastic movie was created by
Joe Student (replace
with your name)
COSC 109.102
- Now click
on frame 40 for layer 3, then select Insert /
Timeline / Keyframe. Our text will not move, it is just required to
stay on the screen from frame 20 to frame 40. Rewind and play your
movie. Should you need to delete any frames, you can do so by
right-clicking on the frame(s) to remove, then select Remove Frames.
16.
Add
one additional object. Improve
the movie by adding an additional object, for example, a bird, or a kite. Insert
an additional layer. Place an object of your choice on this layer towards the
top of the screen. The object can be any item of your choice. Make this item
move from the top of the screen to the bottom of the screen. (refer back to steps 9 - 13 and adjust those instructions as
needed to create your falling object.)
- Save your
movie to your COSC 109/ Completed Lab Assignments folder.
Select File/Save As, select Save as Type: Flash Document
(*.fla). For a file name, type Lab06_anim1.
- Almost All
Done!
- Before we
e-mail our movie to our instructor, lets take a look at file
formats for Flash animation. Remember the native Flash format are
files using the .fla extension. The .fla format is the
format that is needed if you want to make any changes to your file.
However, this is not the file format that we want to post to e-mail. The
native .fla format has two disadvantages. The first disadvantage is that
this format would allow anyone to download our animation, manipulate it
and use it for their own purpose. The other disadvantage is that files in
.fla format require the full Flash software to be present on the viewer's
computer.
- File
Formats. The easy solution for this
dilemma is a conversion from .fla format to a so-called Flash Player
format. This format is called shockwave and has a file extension .swf.
Before you convert your movie make sure to save it in native .fla format.
Select Control / Play All Scenes (to show all scenes of your movie),
select Control / Rewind (to make sure your movie starts from the
beginning), select Control / Loop Playback (this
option will continuously play your movie). Now we are ready to export the
movie to Flash Player format. Select File / Export Movie. In Save
as Type, select Flash Movie (*.swf), as file name type Lab06_anim1. If a dialog box appears, click the box Protect
from Import and Compress, this will lock your file and prevent
other users to copy your file and reduce the file size of the animation. Accept
all other default values.
- You should
now have two files saved, Lab06_anim1.fla and Lab06_anim1.swf. Check your work. To play your movie in Go to your directory listing and right-click
on the Lab06_anim1.swf filename, and select open. Your movie should now be playing in
a loop.
Grading
Criteria
- Movie must
contain 4 layers
- Layer
1 contains the sun moving from the lower left to the upper right
corner of the screen, sun must change color
- Layer 2
contains the cloud moving from the left area of the screen to the right
area of the screen
- Layer 3
contains your credits and must start after the cloud has moved some
- Layer 4
contains an object of your choice moving from the top of the screen to the
bottom of the screen
- Movie must
be e-mailed in .swf format
Submitting
your file:
Send an e-mail
to webster@towson.edu and attach one
file: Lab06_anim1.swf
with the Subject
Heading “COSC 109.102: Submitting
Lab Assignment #6”