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Flash MX 2004 Games : Art to ActionScript

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Figure 2.32 Using a bitmap as a fill<br />

Chapter 2: Drawing with <strong>Flash</strong><br />

The basics of animation<br />

Now that you know the basic drawing <strong>to</strong>ols we are ready <strong>to</strong> start work on a little animation.<br />

Animation on TV uses around 12 drawings <strong>to</strong> the second, and because these still drawings are<br />

changed so quickly we perceive them as showing a moving image. In <strong>Flash</strong> the pace with which<br />

the images are changed is set using the ‘Modify/Document...’ dialog box or by clicking in a blank<br />

area of the stage – the context-sensitive Properties panel will now show dialog controls that allow<br />

you <strong>to</strong> alter the movie’s frame rate. The default Movie frame rate is set <strong>to</strong> the TV favourite of<br />

12 frames per second. Just <strong>to</strong> get started let’s bounce a ball. Open ‘Examples/Chapter02/Ball.fla’.<br />

In this project there are three scenes. Take a look at scene one. Choose ‘Control/Loop Playback’<br />

then press ‘Enter’ <strong>to</strong> see the ball move. The ball does move but it is not very ‘bouncy’. To s<strong>to</strong>p<br />

the animation press ‘Enter’ again.<br />

Figure 2.33 Using motion tweening in <strong>Flash</strong><br />

The animation has been done using motion tweening. First the ‘ball’ was drawn and then this<br />

was turned in<strong>to</strong> a graphic symbol by pressing F8, or selecting ‘Modify/Convert <strong>to</strong> Symbol...’<br />

from the menu. A position was set at frame one, six and twelve by pressing F6 <strong>to</strong> insert a keyframe<br />

then moving the ball symbol. Finally frames one <strong>to</strong> six were selected and using the ‘Frame’ panel,<br />

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