Learning About Traditional Animation
There are several principles of traditional animation that were developed many years ago by artists at animation studios such as Disney. These principles helped animators make drawings look lifelike and natural, despite being drawn by hand on a 2D surface. You can apply these principles to the drawings you make to animate in Flash. There are many resources available about traditional animation, and many of the techniques used in traditional animation can help you with frame-by-frame animation.Let''''''''s look at the fundamental process of traditional animation. This process varies greatly depending on the medium used (ranging from ink to 3D), and the people involved. A broad overview of animation might include the following steps:
Planning.
Think about the scene and how it progresses. Then sketch thumbnails that outline the scene and its contents. Draw thumbnails for each major change in content, such as a sudden movement (Figure 4.1).
Figure 4.1. Thumbnails help you determine how an animation progresses over time.

Take the thumbnails you create and make sure that you solved any problems with the animation. Make any revisions, alterations, or changes at this stage. Don''''''''t move on to the animation before you work out the major ideas, including length. If you think you might want to change the story, do it at this pointnot while you are animating. Try to foresee any problems you might encounter and deal with them using thumbnails. It''''''''s much more difficult to change a finished or full-size animation.Animation.
Digitize (scan) your thumbnails if necessary, and make them full size or import them into Flash. Space out each thumbnail on frames across the Timeline, as necessary. Trace the thumbnails using tools, delete the thumbnails, and then animate all the frames in-between each thumbnail. At this point in the process, you deal with the dialog, characterization, spacing, and timing.Chapter 5.This process might resemble your existing process if you practice a traditional form of animation with Flash. The most important thing you can do, regardless of your project, is to plan it out before you actually begin to draw. Use a pen and paper, brainstorm, and sketch your ideas. Know what the beginning, middle, and end of your animation will be like. Before you even start Flash to begin working, think about the climax of your story or any special movements your character might make. Frame-by-frame animation has a lot of overhead when you workmistakes take a longer time to remedy than when you work with motion or shape tweens in Flash.
About frame-by-frame animation
You might have created or seen frame-by-frame animation in grade school or at a science center. An example of this is a flipbook, which causes drawings on each page to animate when you rapidly flip through pages in a book. You see the animation because of the rapid progression of images. Another form you might have seen shows multiple images drawn inside a wheel that''''''''s placed horizontally on a table (originally called a zoetrope). When you spin the wheel and look at the images inside, they appear to animate. Both of these forms are largely the same as frame-by-frame animation in Flash, except you draw them on each keyframe on the Timeline instead of drawing images individually on pieces of paper. For more information on zoetropes, search "zoetrope" at [http://whatis.techtarget.com] which includes a thorough definition and links.


Figure 4.2. Your Timeline might include both frame-by-frame animations and motion tweens.

Changing the center point
By editing the center point (or snap ring), you change the location where the instance snaps to other items (such as a path), or the center of rotation. You did this in Chapter 2 when you changed the snap ring, which affects where the instance snaps to the motion path. You can use the Free Transform tool to edit the center point.Select the Free Transform tool, and try to rotate the instance. Hover the mouse over a corner handle until you see a round arrow, and then click and drag to rotate the instance. Notice that the instance rotates around the center point (Figure 4.3 on the left). Then click and drag the circle from the center of the instance to a new location. Try to rotate the instance again; this time, it rotates around the new position of the circle (Figure 4.3 on the right).
Figure 4.3. Change the center point to modify the point that the instance rotates around.

About rotoscoping
Rotoscoping is a fun technique to try. It uses frame-by-frame animation to create the effect of animation, except you use an existing source such as video footage. The basic principle of rotoscoping (in this context) is to create animation by tracing the footage. You can trace the footage in any number of ways by using the drawing tools. For example, you might use the Brush tool to draw around people or animals in the video. Or, you might use the shape tools to copy the basic shapes of buildings panning across the Stage. If you are uncomfortable animating or if want to replicate a specific effect easily, rotoscoping could be the perfect technique for you.Chapter 8 for details on how to import video (such as how to specify quality settings and change FPSwhich is set as a ratio).There isn''''''''t room in this book to show a project using rotoscoping, but it''''''''s very easy to try. Import a video into a new FLA file (File > Import > Import to Stage and select a video on your hard drive). Import the video at a lower FPS rate, such as 15, and a size that fits on the Stage. Import the video using 100% quality because the file size doesn''''''''t matter (you delete the video before you export the SWF file).

Figure 4.4. When you finish, you might have a Timeline that contains keyframes on every frame, on every second frame, or even less frequent.
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