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Section VI

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  • Animation: Motion Tweening

    Although Flash is not known as a drawing and coloring software, it does have internal drawing and coloring tools that provide the user unlimited creativity and production power.


    Learning objectives for this section

    • Infer from the meaning of motion tweening.
    • Deduce the differences between motion and shape tweening.
    • Determine the correct application of either a motion or shape tweening for the correct project.
    • Learn the two different ways of inserting motion tweens.
    • Create simple motion tween animations using shapes drawn in Flash.
    • Manipulate images to enable Flash to turn them into animations asset (tracing bitmaps).
    • Learn to distribute to different layers.
    • Learn to use the pasteboard for animating objects into, through and out of the main stage.
    • Become familiar with second Life to acquire quick images for editing and creating in Flash.
    •  Learn to resize background pictures using the properties palette.
    • Become familiar with and create an animation within an animation.
    • Learn to edit the timeline of symbols (graphic, movie clip and buttons.
    • Learn to position objects in the center of the stage by using and controlling the registration point.
    • Use the rotation options in the properties palette.
    • Learn to bring an animation into the main stage by dragging from the properties palette to the main stage.
    • Edit the symbols in their respective timelines.
    • Learn to animate by creating a simple motion tween.
    • Create and animate simple text using the pasteboard.

     

©2006 Emil J Vega (schismdesign)