COMPUTER
GRADE 7
COVERAGE FOR
SECOND GRADING
ANIMATION IN
A FLASH
Lesson 5 : Animation! Animation
Lesson 6: Character Development
Lesson 7: Mask Text and More
Lesson 8: Interactivity
Lesson 9: Flash for the Web
*** Lesson 5 and 6 were already
discussed so handout regarding these lessons will be posted later.***
Lesson
7: Mask, Text and More
Flash allows you to cover certain
portions of your animation because in animation exaggeration is used in order
highlight a point.
MASKING- an animation technique in which a
portion of an image is covered by a layer so that certain effect could be
produced.
Mask Layer – the layer which contains a shape or
object that will show the contents of the covered layer.
Masked Layer – The layer underneath the mask
layer. (covered layer)
Text Tool – Is used to put text on your
animation.
Text Types:
a.
Static text – used
for creative and graphic purposes.
b.
Dynamic Text – used
for website functions, allows multiple lines of text to be displayed
c.
Input text – used for
interactivity; for passwords and games
Breaking
text Apart – is used
if you want to animate each single letter which means you want to make each
letter a separate object. (CTLR + B once)
Converting
Texts to Vector images
– Break the text twice (CTRL + B twice)
Distributing
text to Layers –
Allows you to distribute broken down text to individual layers by
right-clicking the selection and selecting Distribute to Layers.
Animation
Tips:
The stage in Flash can be
linked to the viewfinder of a camera. It defines the limits of the area that
will be visible in your animation.
Shots –The followings shots can be done by
modifying the size of the object relative to the stage.
a.
bust shot b. close up shot
c.
face shot d. full body shot
e.
long shot f. medium shot
g.
waist shot
*One
skill that animators and artists need to develop is their sense of perspective.
Perspective – is the recreation of how an image
is viewed in space.
a.
Bird’s eye view –
focus on the object comes from above it.
b.
Worm’s Eye View –
Focus on the object comes from the ground.
c.
Fish’s Eye View –
focus on the object come from below the ground or water.
LESSON
8 – Interactivity
The Action Panel is where you
place lines of codes in order to add interactivity to the animation.
ActionScripts – is the programming language use for
flash applications. It tells the flash movie even the Web browser or computer
what to do. Codes written in in ActionScripts are placed in the timeline or
attached to buttons and movie clips.
Commands - instructions to tell the Flash what
to do.
Functions - a series of commands to do
specific task.
Operator – predefined functionality
such as adding and subtracting
Variables – to store information.
- begin with letter, underscore or
dollar sign. Spaces are not allowed in variables names. It is recommended to start with a lowercase
letter and then use uppercase letters for succeeding words.
Data Types – represent certain values. Allowable
values are integers and negative whole numbers, floating numbers and strings.
Conditionals – makes the flash movie
decide which course of action to take.
Example of conditional statements are
the if
and else statement.
If (condition) {
Statement1; }
else { statement2; }
Loops – instructions for flash to
repeat actions.
a. For loop
for (initialization; condition; incrementation)
{ statement; }
b. while loop
while (condition)
{ statement; }
c. do while loop
do { statement;
} while (condition)
Example of ActionScript Program
The ball will initially roll from left
to right; when it hits the right side of the screen, it will change its
direction and roll towards the left. And when it hits the left side of the
screen, it will again change direction and roll towards the right. Our button
should be able to change the direction of the ball, so when the ball is rolling
towards the left and we press the button, it will go to the right and vice
versa.
We will need two objects: a movie clip
and a button. The movie clip “ball” has several lines of codes in it for it to
roll:
onClipEvent(load) {
var dir: Number = 0;
}
onClipEvent(enterFrame) {
if (dir==0) {
this._x+=5;
if (this._x>650){
dir=1;
}
}else if(dir==1) {
this._x-=5;
if(this._x<100) {
dir=0;
}
}
}
Add the following lines of code to the
button so you can change the direction of the ball anytime.
on(press) {
if(ball.dir==1) {
ball.dir=0;
} else if (ball.dir==0) {
ball.dir=1;
}
}
Button states – the four main states
inside the button.
a. up state b. over state
c. down state d. hit state
Lesson
9 – Flash for the Web
Pure Flash Websites
To
navigate around your pure Flash websites, use buttons that will execute
gotoAndStop() commands.
1. Create a blank keyframe and five it
a label, in this sample, the label is “home”.
2. Create blank keyframes and
implement your designs on these frames. Don’t forget to put labels on the
frames.
3. Create new layer that will contain your buttons. The
buttons created will be executing gotoAndStop() commands to navigate through
your frames. Select the button, then on the action panel type the following
lines of codes.
on(release) { gotoAndStop(“home”); }
4. Place stop() commands as actions on
very keyframe you created from steps 1 to 2. If no stop() command is used, the
movie clip will display the first frame up to the last frame repeatedly when
the document is published
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