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Adobe animate cc classroom in a book lesson files free

Using shape hints Previewing animations with onion skinning Animating color Creating and using masks Animating the mask and masked layers Easing a shape tween 8. Creating Interactive Navigation 1. About interactive movies 4. ActionScript and JavaScript 5. Creating buttons 6. Preparing the timeline 7. Creating destination keyframes 8. Navigating the Actions panel 9. Creating a Home button Playing animation at the destination Animated buttons 9.
Creating Virtual Reality Environments 1. About virtual reality 4. VR Panorama and VR documents 5. Creating a texture layer 6. Creating new scenes 7. Adding interactivity 8. Adding graphics and animation 9. Moving the camera position Publishing VR projects Working with Sound and Video 1.
Understanding the project file 4. Using sounds 5. Understanding video 6. Understanding encoding options 8. Playback of external video in your project 9. Adding a video without playback controls Publishing 1. Understanding publishing 3. Publishing for HTML5 5. Publishing a desktop application 6. Publishing to mobile devices 7.
Next steps Index 1. All rights reserved. Adobe Press is an imprint of Pearson Education, Inc. For the latest on Adobe Press books, go to www. If this guide is distributed with software that includes an end user license agreement, this guide, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. Except as permitted by any such license, no part of this guide may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Adobe Systems Incorporated.
Please note that the content in this guide is protected under copyright law even if it is not distributed with software that includes an end user license agreement. The content of this guide is furnished for informational use only, is subject to change without notice, and should not be construed as commitment by Adobe Systems Incorporated.
Adobe Systems Incorporated assumes no responsibility or liability for any errors or inaccuracies that may appear in the informational content contained in this guide. Please remember that existing artwork or images that you may want to include in your project may be protected under copyright law. The unauthorized incorporation of such material into your new work could be a violation of the rights of the copyright owner. Please be sure to obtain any permission required from the copyright owner.
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Go to www. Sign in or create a new account. Enter the ISBN: Answer the questions as proof of purchase. Access the lesson files through the Registered Products tab on your Account page. Click the Access Bonus Content link below the title of your product to proceed to the download page. Click the lesson file links to download them to your computer. Animate CC is widely used in the creative industry to develop engaging projects that integrate video, sound, graphics, and animation.
You can create original content in Animate CC or import assets from other Adobe applications such as Photoshop CC or Illustrator CC, quickly design animation and multimedia, and use code to integrate sophisticated interactivity. Use Animate CC to generate graphics and animation assets, to publish broadcast-quality animation, to build innovative and immersive websites, to create stand-alone applications for the desktop, or to create apps to distribute to mobile devices running on the Android or iOS system.
About Classroom in a Book Adobe Animate CC Classroom in a Book release is part of the official training series for Adobe graphics and publishing software developed with the support of Adobe product experts. The lessons are designed so you can learn at your own pace. Classroom in a Book also teaches many advanced features, including tips and techniques for using the latest version of this application.
You can follow the book from start to finish or do only the lessons that correspond to your interests and needs. You should have a working knowledge of your computer and operating system. You should know how to use the mouse and standard menus and commands, and also how to open, save, and close files. If you need to review these techniques, see the printed or online documentation included with your macOS or Microsoft Windows software.
In addition, you need to download the free Adobe AIR runtime, available at get. The following specifications are the minimum required system configurations. Online content Your purchase of this Classroom in a Book includes online materials provided by way of your Account page on peachpit. These include the following: Lesson files To work through the projects in this book, you will need to download the lesson files from peachpit. You can download the files for individual lessons, or it may be possible to download all of them in a single file.
Web Edition The Web Edition is an online interactive version of the book providing an enhanced learning experience. Your Web Edition can be accessed from any device with a connection to the Internet, and it contains: The complete text of the book Hours of instructional video keyed to the text Interactive quizzes In addition, the Web Edition may be updated when Adobe adds significant feature updates between major Creative Cloud releases.
To accommodate the changes, sections of the online book may be updated or new sections may be added. Accessing the lesson files and Web Edition If you purchased an eBook from peachpit.
Click the Launch link to access the product. Continue reading to learn how to register your product to get access to the lesson files. If you purchased an eBook from a different vendor or you bought a print book, you must register your purchase on peachpit. The lesson files can be accessed through the Registered Products tab on your Account page. How to use the lessons Each lesson in this book provides step-by-step instructions for creating one or more specific elements of a real-world project.
Some lessons build on projects created in preceding lessons; most stand alone. All the lessons build on one another in terms of concepts and skills, so the best way to learn from this book is to proceed through the lessons in sequential order. In this book, some techniques and processes are explained and described in detail only the first few times you perform them.
The files in the End folders 01End, 02End, and so on within the Lesson folders are samples of completed projects for each lesson. Use these files for reference if you want to compare your work in progress with the project files used to generate the sample projects.
The organization of the lessons is also project-oriented rather than feature-oriented. Additional resources Adobe Animate CC Classroom in a Book release is not meant to replace documentation that comes with the program or to be a comprehensive reference for every feature.
Only the commands and options used in the lessons are explained in this book. Adobe Creative Cloud tutorials: For inspiration, key techniques, cross-product workflows, and updates on new features, go to the Creative Cloud tutorials page, helpx.
Available to all. Adobe forums: Tap into peer-to-peer discussions, questions, and answers on Adobe products at forums. Adobe Create: The online magazine Create offers thoughtful articles on design and design issues, a gallery showcasing the work of top-notch designers, tutorials, and more.
Check it out at create. Resources for educators: www. Find solutions for education at all levels, including free curricula that use an integrated approach to teaching Adobe software and can be used to prepare for the Adobe Certified Associate exams.
Also check out these useful sites: Adobe Add-ons: creative. Adobe Animate CC product home page: www. A directory of AATCs is available at training. Contributor Russell Chun is an assistant professor at the L. Herbert School of Communication at Hofstra University, where he teaches multimedia storytelling, data journalism, and information design. He has been writing about Animate and its precursor, Flash, since Understand the different Adobe Animate document types.
Adjust Stage settings and document properties. Add layers using the Timeline panel. Understand and manage keyframes in the timeline. Work with imported images in the Library panel. Move and reposition objects on the Stage.
Add filters and color effects to keyframes. Open and work with panels. Select and use tools in the Tools panel. Preview your animation. Save your file. This lesson will take less than 1 hour to complete. Please log in to your account on peachpit. In Animate, the Stage is where you lay out all your visual elements, the Timeline panel is where you organize frames and layers, and other panels let you edit and control your creation. It displays the categories of project you can build along with options for different types and sizes of documents.
Note If you have not already downloaded the project files for this lesson to your computer from your Account page on peachpit. Start Animate. In the Open dialog box, select the 01End. Note The Output panel will display a warning saying that the bitmaps were packed into a sprite sheet and that EaselJS is starting frame numbers at 0 instead of 1.
You can ignore both warnings. The first is just a notification, and the second is irrelevant because you are playing the timeline straight from beginning to end. Animate exports the project and opens it in a new window. An animation plays. During the animation, several overlapping photos appear one by one, with stars appearing at the end. As the new photos appear, the previous photos become blurry, receding into the background.
Close the preview window and the FLA file. Understanding document types and creating a new document Animate is an animation and multimedia authoring tool that creates media for multiple platforms and playback technologies.
Note Not all features are supported across all document types. Tools that are not supported by the current document type are dimmed in the Animate interface. Playback environment The playback, or runtime, environment is the technology that your final, published files use to play. Perhaps your animation will be exported as a video to be uploaded to YouTube.
Or your project could play as an app on a mobile device or even as a virtual reality immersive experience. You should make that decision first so you can choose the appropriate document type. The difference is that each document type is configured to export different, final published files. Note Animate supports only ActionScript 3. If you need ActionScript 1. You can add interactivity by inserting JavaScript within Animate or adding it to the final published files.
Choose WebGL-glTF-Extended or Standard for interactive animated assets to take advantage of hardware-accelerated support of graphics, or for supported 3D graphics. Choose ActionScript 3. ActionScript 3. Choosing an ActionScript 3. Note The ActionScript 3. A projector plays as a stand-alone application on the desktop, without needing a browser. Be aware that Adobe will no longer support the Flash Player in browsers beyond Choose AIR for Desktop to create animation and interactivity that plays as an application on Windows or macOS desktops, without needing a browser.
You can add interactivity for your mobile app using ActionScript 3. Choose VR Panorama or VR to publish a virtual reality project for the web browser that lets your audience look in all directions. You can add animation or interactivity to your immersive environments.
Tip You can easily switch from one document type to another. For example, you can convert an ActionScript 3. Some functionality and features may be lost in the conversion, however.
Animate offers two interfaces for creating new documents: the standard New Document dialog box and the slightly more elaborate Start screen which is always displayed if no document is open.
Both interfaces contain the same controls for defining the parameters of new documents, whether by selecting a preset for the most common types of intended projects or by choosing your own document type with specific values for its width and height. Note The Start screen adds an extra column to the left side of the same content displayed in the New Document dialog box. At the top of the column are buttons that you click to toggle between displaying Home content the default view and Learn content video tutorials to help you start using Animate quickly.
Below those buttons are the Open button to find and open existing files and a list of recently opened files click a filename to open it. The presets are grouped in six categories of intended uses listed across the top of the dialog box ; click a category to display the presets it contains in the center of the dialog box.
You can either use the presets as given or fine-tune their settings using the Details section on the right side of the dialog box. If you would prefer to customize the document settings from scratch, then select the Advanced category at the far right. The center of the dialog box will now display all the available platforms. From the Home screen in Animate, select the Advanced category.
In the Platforms area in the center of the dialog box, select ActionScript 3. In the Details area on the right side of the dialog box, choose the dimensions of the Stage by entering new pixel values for the Width and Height. Enter for Width and for Height. Click Create. Animate creates a new ActionScript 3. Although the software application is called Animate, be aware that the file extension is. You should always save your Animate file with the extension.
This exposes the contents of your document to you and to other developers to swap assets easily. Getting to know the workspace The Animate work area includes the command menus at the top of the screen and a variety of tools and panels for editing and adding elements to your movie. By default, Animate displays the menu bar, Timeline panel, Stage, Tools panel, Properties panel, Edit bar, and a few other panels.
As you work in Animate, you can open, close, group, ungroup, dock, undock, and move panels around the screen to fit your work style or your screen resolution. The same functionality is provided by the workspace switcher at the right end of the Application bar.
Click the workspace switcher and choose a new workspace. The various panels are rearranged and resized according to their importance in the chosen workspace. For example, the Animator and Designer workspaces put the Timeline panel at the top of the work area for easy and frequent access.
Saving your workspace If you find an arrangement of panels that suits your style of work, you can save it as a custom workspace and return to it at a later date. Open the workspace switcher and choose New Workspace. The New Workspace dialog box appears. Enter a name for your new workspace. Click OK. Tip By default, the Animate interface is rather dark. However, you can change the interface to a lighter gray if you prefer. Animate saves the current arrangement of panels and adds it to the options in the Workspace menu, which you can access at any time.
About the Stage The big white rectangle in the middle of your screen is called the Stage. As with a theater stage, the Stage in Animate is the area that viewers see when a movie is playing. It contains the text, images, and video that appear on the screen. Move elements on and off the Stage to place them in and out of view. The gray area is called the pasteboard. For now, leave Clip To Stage deselected, allowing the pasteboard to remain in view. You can also click the Clip Content Outside The Stage button to crop the graphic elements that fall beyond the Stage area to see how your audience will view your final project.
You can also choose different magnification view options from the menu just above the Stage. The Stage color, along with document properties such as the Stage dimensions and frame rate, is available in the Properties panel, which is the vertical panel just to the right of the Stage.
In the Properties pane of the Properties panel, note that the dimensions of the current Stage the Size parameters are set at x pixels, which you chose when you created the new document. Also in the Properties pane, click the Background Color box next to Stage: and choose a new color from the color palette. Choose dark gray Your Stage is now a different color. You can change the Stage properties at any time. Working with the Library panel The Library panel is accessible from a tab just to the right of the Properties panel.
Symbols are graphics used frequently for animation and for interactivity. About the Library panel The Library panel lets you organize library items in folders, see how often an item is used in a document, and sort items by type.
You can also create folders in your Library panel to help group items. When you import items into Animate, you can import them directly onto the Stage or into the library. However, any item you import onto the Stage is also added to the library, as are any symbols you create.
You can then easily access the items to add them to the Stage again, edit them, or see their properties. In the Import To Library dialog box, select the background. Animate imports the selected PNG image and places it in the Library panel. Continue importing photo1.
You can also hold down the Shift key to select multiple files and import all of the images at once. The Library panel lists the filenames of all the imported images and provides a thumbnail preview of any selected file. These images are now available to be used in your Animate document.
Adding an item from the Library panel to the Stage To use an imported image, simply drag it from the Library panel onto the Stage. Drag the background. Understanding the Timeline panel In the default Essentials workspace, the Timeline panel is located below the Stage. The Timeline panel contains playback controls for your animation as well as the timeline itself, which displays the sequence of events in the animation in linear form through time.
An Animate movie measures time in frames, just as in a filmstrip. As the movie plays, the playhead, shown as a red vertical line, advances through the frames shown in the timeline. You can change the content on the Stage for different frames. At the top of the Timeline panel, Animate indicates the selected frame number, the current frame rate how many frames play per second , and the time that has elapsed so far in the movie.
The timeline portion of the Timeline panel also displays layers, which help you organize the artwork in your document. Think of layers as multiple filmstrips stacked on top of one another.
Each layer can contain a different image that appears on the Stage, and you can draw and edit objects on one layer without affecting objects on another layer. The layers are stacked in the order in which they overlap each other so that objects on the bottom layer in the timeline are on the bottom of the stack on the Stage.
You can hide, lock, or show the contents of layers as outlines by clicking the dots or square in the layer under the layer option icons. When you want to see more layers, choose Short from the Frame View menu in the upper-right corner of the Timeline panel. The Short option decreases the height of frame cell rows. The Preview and Preview In Context options display thumbnail versions of the contents of your keyframes in the timeline.
In this book, we show the timeline frames in their default size of Normal. For finer control over the timeline frame sizes, drag the Resize Timeline View slider. The slider adjusts the size of the frames so you can see more or less of the timeline. Click outside the name box to apply the new name. Click the dot below the lock icon to lock the layer. Locking a layer prevents you from accidentally moving or making changes to whatever is inside that layer. A lock icon appears in the layer.
Adding a layer A new Animate document contains only one layer, but you can add as many layers as you need. Objects in the top layers will overlap objects in the bottom layers. Select the background layer in the timeline.
You can also click the New Layer button above the timeline. A new layer appears above the background layer. Double-click the new layer to rename it, and type photo1.
Your timeline now has two layers. The background layer contains the background photo, and the newly created photo1 layer above it is empty. Select the top layer, called photo1.
Drag the library item called photo1. Note As you add more layers and your overlapping graphics become more complicated, click the dot below the eye icon in any layer to hide its contents. Double-click the Layer icon to modify the level of transparency in the Layer Properties dialog box. Rename the third layer photo2. If you want to rearrange your layers and change how your graphics overlap each other, simply drag any layer up or down to move it to a new position in the layer stack.
Inserting frames So far, you have a background photo and another overlapping photo on the Stage, but your entire animation exists for only a single frame, which is only a fraction of a second. To create more time on the timeline and make this animation run for a longer duration, you must add additional frames. Select frame 48 in the background layer. Use the Resize Timeline View slider at the upperright corner of the Timeline panel to expand the timeline frames to make it easier to identify frame You can also right-click and choose Insert Frame from the context menu that appears.
Animate adds frames in the background layer up to the selected frame, frame Select frame 48 in the photo1 layer. Select frame 48 in the photo2 layer and insert frames on this layer. You now have three layers, all with 48 frames on the timeline. Since the frame rate of your Animate document is 24 frames per second, your current animation lasts 2 seconds.
Selecting multiple frames Just as you can hold down the Shift key to select multiple files on your desktop, you can hold down Shift to select multiple frames on the Animate timeline. If you have several layers and want to insert frames into all of them, hold down Shift and drag where you want to add frames.
Creating a keyframe A keyframe indicates a change in content on the Stage. Keyframes are indicated on the timeline as a circle. An empty circle means there is nothing in that particular layer at that particular time.
A filled-in black circle means there is something in that layer at that time. The background layer, for example, contains a filled keyframe black circle in the first frame.
The photo1 layer also contains a filled keyframe in its first frame. Both layers contain photos. The photo2 layer, however, contains an empty keyframe in the first frame, indicating that it is currently empty. Select frame 24 on the photo2 layer. The frame number of a selected frame is displayed above the left end of the timeline. A new keyframe, indicated by an empty circle, appears in the photo2 layer in frame Select the new keyframe at frame 24 in the photo2 layer.
Drag photo2. The empty circle at frame 24 becomes filled, indicating that there is now content in the photo2 layer. When your animation plays, your photo appears on the Stage at frame Understanding frames and keyframes is essential for mastering Animate.
Be sure you understand how the photo2 layer contains 48 frames with two keyframes—an empty keyframe at frame 1 and a filled keyframe at frame Moving a keyframe If you want photo2. You can easily move any keyframe by simply dragging it to a new position. Select the keyframe in frame 24 on the photo2 layer. Drag the keyframe to frame 12 in the photo2 layer. The photo2.
Doing so will delete the contents of that keyframe on the Stage, leaving you with an empty keyframe. Your keyframe and its contents will be removed from the timeline. Organizing layers in a timeline At this point, your working Animate file has only three layers: a background layer, a photo1 layer, and a photo2 layer. Layer folders help you group related layers to keep your timeline organized and manageable, just as you make folders for related documents on your desktop.
Select the photo2 layer and click the New Layer button above the timeline. Name the layer photo3. Insert a keyframe at frame Drag photo3. You now have four layers. The top three contain photos of scenes from Coney Island that appear at different keyframes. Select the photo3 layer and click the New Folder icon A new layer folder appears above the photo3 layer. Name the folder photos.
Drag the photo1 layer into the photos folder. Notice how the bold line indicates the destination of your layer. When you place a layer inside a folder, Animate indents the layer name. Drag the layers photo2 and photo3 into the photos folder. All three photo layers should be in the photos folder, in the same stacking order as they were in outside the folder. You can collapse the folder by clicking the arrow just to the left of the folder name. Expand the folder by clicking the arrow again.
Be aware that if you delete a layer folder, you delete all the layers inside that folder as well. Cut, copy, paste, and duplicate layers When managing multiple layers and layer folders, you can rely on cut, copy, paste, and duplicate layer commands to make your workflow easier and more efficient.
All the properties of the selected layer are copied and pasted, including its frames, its keyframes, any animation, and even the layer name and type. You can also copy and paste layer folders and their contents. To cut or copy any layer or layer folder, simply select the layer, right-click the layer name, and choose Cut Layers or Copy Layers. Right-click the timeline again and choose Paste Layers.
The layer or layers that you cut or copied are pasted into the timeline. Use Duplicate Layers to copy and paste in one operation. You can also cut, copy, paste, or duplicate layers from the application menu bar. For example, if nothing is selected, the Properties panel includes options for the general Animate document, including changing the Stage color or dimensions.
Move the playhead to frame 1 of the timeline, select the photo1. A very narrow blue outline indicates that the object is selected.
In the Properties panel, type 50 for the X value and 50 for the Y value. You can also drag over the X and Y values to change their values. The photo moves to the left side of the Stage. The X and Y values are measured on the Stage from the upper-left corner. Adobe Creative Cloud Learn: For inspiration, key techniques, cross-product workflows, and updates on new features, go to the Creative Cloud Learn page, helpx.
Available to all. Adobe Forums: forums. Adobe Create: create. Resources for educators: www. Find solutions for education at all levels, including free curricula that use an integrated approach to teaching Adobe software and can be used to prepare for the Adobe Certified Associate exams. Also check out these useful sites: Adobe Add-ons: creative.
Adobe Animate CC product home page: www. A directory of AATCs is available at training. Herbert School of Communication at Hofstra University where he teaches multimedia storytelling, data journalism, and information design. Download the project files for this lesson from the Registered Products tab on your Account page at www.
Motion tweening is the basic technique of creating animation with symbol instances. Account page, make sure to do so now. See 1 Double-click the 04End. The project is an animated splash page for an imaginary soon-to-be-released motion picture. This file is an ActionScript 3. Saving a working copy ensures that the original start file will be available if you want to start over.
Animation can be as simple as moving a box across the Stage from one frame to the next. It can also be much more complex. In Animate, the basic workflow for animation goes like this: Select an object on the Stage, right-click, and choose Create Motion Tween from the context menu. Move the red playhead to a different point in time and move the object to a new position or change one of its properties.
Animate takes care of the rest. Motion tweens create animation for changes in position on the Stage and for changes in size, color, or other attributes. Motion tweens require you to use a symbol instance. Animate also automatically separates motion tweens on their own layers, which are called tween layers. There can be only one motion tween per layer without any other ele- ment in the layer. Tween layers allow you to change various attributes of your instance at different key points over time.
For example, a spaceship could be on the left side of the Stage at the beginning keyframe and at the far-right side of the Stage at an ending keyframe, and the resulting tween would make the spaceship fly across the Stage.
Senior animators would be responsible for drawing the beginning and ending poses for their charac- ters. The beginning and ending poses were the keyframes of the animation. Understanding the Project File The 04Start. All the necessary graphic elements have been imported into the library.
The Stage is set at a generous pixels by pixels, and the Stage color is black. You might need to choose a different view option to see the entire Stage. It will begin slightly lower than the top edge of the Stage, and then rise slowly until its top is aligned with the top of the Stage. Create a new layer above the footer layer and rename it city. This positions the cityscape image just slightly below the top edge of the Stage.
Motion tweens require symbols. Animate asks if you want to convert the selection to a symbol so it can proceed with the motion tween. Click OK. Animate automatically converts your selection to a symbol with the default name Symbol 1, and stores it in your Library panel. Animate also converts the current layer to a tween layer so you can begin to animate the instance. Tween layers are distinguished by a special icon in front of the layer name, and the frames are tinted blue.
The range of frames covered by the tween is the tween span. The tween span is represented by all the colored frames from the first keyframe to the last keyframe.
Tween layers are reserved for motion tweens, and hence, no drawing is allowed on a tween layer. Holding down the Shift key constrains the movement to right angles. A small black diamond appears in frame at the end of the tween span. This indicates a keyframe at the end of the tween. Animate smoothly interpolates the change in position from frame 1 to frame and represents that motion with a motion path.
Animating changes in position is simple, because Animate automatically creates keyframes at the points where you move your instance to new positions. Integrated into the bottom of the Timeline is a set of playback controls. You can also use the playback commands on the Control menu. The playhead loops, allowing you to see the animation over and over for careful analysis. The playhead loops within the marked frames.
Click Loop Option again to turn it off. Changing the Pacing and Timing You can change the duration of the entire tween span or change the timing of the animation by dragging keyframes on the Timeline. Changing the animation duration If you want the animation to proceed at a slower pace and thus take up a much longer period of time , you need to lengthen the entire tween span between the beginning and end keyframes.
If you want to shorten the animation, you need to decrease the tween span. Lengthen or shorten a motion tween by dragging its ends on the Timeline. Your motion tween shortens to 60 frames, reducing the time it takes the cityscape to move.
The timing of your entire animation remains the same; only the length changes. Add frames by Shift-dragging the end of a tween span. The last keyframe in the motion tween remains at frame 60, but Animate adds frames through frame The keyframe at frame 60 is selected. A tiny box appears next to your mouse pointer, indicating that you can move the keyframe.
The last keyframe in the motion tween moves to frame 40, so the motion of the cityscape proceeds more quickly. Span-based vs. However, if you prefer to click a motion tween and have the entire span the beginning and end keyframes, and all the frames in between be selected, you can enable Span Based Selection from the Options menu on the upper-right cor- ner of the Timeline or you can Shift-click to select the entire span. With Span Based Selection enabled, you can click anywhere within the motion tween to select it, and move the whole ani- mation backward or forward along the Timeline as a single unit.
You can change the color effect of an instance in one keyframe and change the value of the color effect in another keyframe, and Animate will automatically display a smooth change, just as it does with changes in position. Animate will create a smooth fade-in effect. The cityscape instance on the Stage becomes totally transparent.
The cityscape instance on the Stage becomes totally opaque. Animate interpolates the changes in both position and transparency between the two keyframes. Animating filters is no different from animating changes in position or changes in color effect. You simply set the values for a filter at one keyframe and set different values for the filter at another keyframe, and Animate creates a smooth transition. Click the upper-right side of the Stage to select the transparent instance.
Or, click the woman layer in the Timeline to highlight it; then click within the outline that appears on the Stage. Set the Blur X and Blur Y values to 20 pixels. The woman instance is blurred throughout the motion tween. Animate establishes a keyframe for filters at frame The Blur filter changes from the keyframe at frame to the keyframe at Animate creates a smooth transition from a blurry instance to an in-focus instance. Understanding property keyframes Changes in properties are independent of one another and do not need to be tied to the same keyframes.
That is, you can have a keyframe for position, a different keyframe for the color effect, and yet another keyframe for a filter. Managing many different kinds of keyframes can become overwhelming, especially if you want dif- ferent properties to change at different times during the motion tween. Fortunately, Animate CC provides a few helpful tools for keyframe management. When viewing the tween span, you can choose to view the keyframes of only cer- tain properties.
For example, you can choose to view only the Position keyframes to see when your object moves. Or, you can choose to view only the Filter keyframes to see when a filter changes. Right-click a motion tween in the Timeline, choose View Keyframes, and then select the desired property among the list. You can also choose All or None to see all the properties or none of the properties. When inserting a keyframe, you can also insert a keyframe specific to the property you want to change.
Right-click a motion tween in the Timeline, choose Insert Keyframes, and then select the desired property. You can also view an advanced panel, called the Motion Editor, to see and edit how the different properties of your object change over the course of the motion tween. These kinds of changes are made with the Free Transform tool or with the Transform panel. The car will start small, and then become larger as it appears to move forward toward the viewer.
The transformation handles appear around the instance on the Stage. The car becomes totally transparent. The current layer becomes a tween layer. A new keyframe is automatically inserted at frame to indicate the change in transparency. You have used Animate to tween the change in position and the change in scale as well as the change in transparency from frame 75 to frame Motion presets If your project involves creating identical motion tweens repeatedly, Animate allows you to save and reuse motion tweens as presets.
For example, if you want to build a slideshow where each image fades out in the same manner, you can save that transition as a motion preset. Alternatively, right-click the motion tween and choose Save As Motion Preset. Animate provides a number of motion presets that you can use to quickly build sophisticated animations without much effort.
Changing the Path of the Motion The motion tween of the left car that you just animated shows a colored line with dots indicating the path of the motion. You can edit the path of the motion easily to make the car travel in a curve, or you can move, scale, or rotate the path just like any other object on the Stage.
To better demonstrate how you can edit the path of the motion, open the sample file 04MotionPath. Moving the path of the motion You will move the path of the motion so the relative movement of the rocket ship remains the same but its starting and ending positions change. The path of the motion becomes highlighted.
The relative motion and timing of the animation remain the same, but the starting and ending positions are relocated. Transformation handles appear around the path of the motion. You can make the path smaller or larger, or rotate the path so the rocket ship starts from the bottom left of the Stage and ends at the top right.
Editing the path of the motion Making your objects travel on a curved path is a simple matter. You can either edit the path with Bezier precision using anchor point handles, or you can edit the path in a more intuitive manner with the Selection tool. The handle on the anchor point controls the curvature of the path. Fortunately, Animate CC provides a few helpful tools for keyframe management.
When viewing the tween span, you can choose to view the keyframes of only certain properties. For example, you can choose to view only the Position keyframes to see when your object moves. Or, you can choose to view only the Filter keyframes to see when a filter changes. Right-click a motion tween in the Timeline, choose View Keyframes, and then select the desired property among the list.
You can also choose All or None to see all the properties or none of the properties. When inserting a keyframe, you can also insert a keyframe specific to the property you want to change. Right-click a motion tween in the Timeline, choose Insert Keyframes, and then select the desired property. You can also view an advanced panel, called the Motion Editor, to see and edit how the different properties of your object change over the course of the motion tween.
These kinds of changes are made with the Free Transform tool or with the Transform panel. The car will start small, and then become larger as it appears to move forward toward the viewer.
The transformation handles appear around the instance on the Stage. The car becomes totally transparent. The current layer becomes a tween layer. A new keyframe is automatically inserted at frame to indicate the change in transparency. You have used Animate to tween the change in position and the change in scale as well as the change in transparency from frame 75 to frame Motion presets If your project involves creating identical motion tweens repeatedly, Animate allows you to save and reuse motion tweens as presets.
For example, if you want to build a slideshow where each image fades out in the same manner, you can save that transition as a motion preset. Alternatively, right-click the motion tween and choose Save As Motion Preset. Animate provides a number of motion presets that you can use to quickly build sophisticated animations without much effort.
Changing the Path of the Motion The motion tween of the left car that you just animated shows a colored line with dots indicating the path of the motion. You can edit the path of the motion easily to make the car travel in a curve, or you can move, scale, or rotate the path just like any other object on the Stage. To better demonstrate how you can edit the path of the motion, open the sample file 04MotionPath. Moving the path of the motion You will move the path of the motion so the relative movement of the rocket ship remains the same but its starting and ending positions change.
The path of the motion becomes highlighted. The relative motion and timing of the animation remain the same, but the starting and ending positions are relocated. Transformation handles appear around the path of the motion. You can make the path smaller or larger, or rotate the path so the rocket ship starts from the bottom left of the Stage and ends at the top right.
Editing the path of the motion Making your objects travel on a curved path is a simple matter. You can either edit the path with Bezier precision using anchor point handles, or you can edit the path in a more intuitive manner with the Selection tool. The handle on the anchor point controls the curvature of the path. Make the rocket ship travel in a wide curve. Select the Selection tool and make sure the path is deselected. Move your pointer close to the path of the motion. A curved icon appears next to your pointer, indicating that you can edit the path.
Drag the path of the motion to change its curvature. Choose the spots where you drag carefully! Each drag breaks the path into smaller segments, making it harder to achieve a smooth curve. Mastery will come with practice. In the motion picture splash page project, the orientation of the car is constant as it moves forward.
However, in the rocket ship example, the rocket ship should follow the path with its nose pointed in the direction in which it is heading. Orient To Path in the Properties panel gives you this option. Use the Free Transform tool to rotate its initial position so that it is oriented correctly. This means that an object and its motion are independent of each other, and you can easily swap out the target of a motion tween.
Animate replaces the rocket ship with the alien. The motion remains the same, but the target of the motion tween has changed. Select the object that you want to swap on the Stage.
In the Properties panel, click the Swap button. In the dialog box that appears, choose a new symbol and click OK. Animate will swap the target of the motion tween. Creating Nested Animations Often, an object that is animated on the Stage will have its own animation. For example, the wings of a butterfly moving across the Stage may flap as it moves.
Or the alien that you swapped with the rocket ship could be waving his arms. These kinds of animations are called nested animations, because they are contained inside the movie clip symbols.
Movie clip symbols have their own Timeline that is independent of the main Timeline. The alien appears in the middle of the Stage. In the Timeline, the parts of the alien are separated in layers. A keyframe is inserted at the end of the motion tween. The left arm rotates smoothly from the resting position to the outstretched position.
Right-click his right arm and choose Create Motion Tween. Animate inserts a keyframe at the end of the motion tween. The arm rotates smoothly from the resting position to the outstretched position. Your animation of the alien raising his arms is complete.
Animate opens a window showing the exported animation. The alien moves along the motion path while the nested animation of his arms moving plays and loops.
To prevent the looping, you need to add code to tell the movie clip Timeline to stop on its last frame. But you can also have nested animations and graphics inside of graphic symbols, although they work a little differently.
It will only play if there are sufficient frames on the main Timeline where the instance is placed. Because of the ease with which you can pick and choose what frame inside a graphic symbol shows, graphic symbols are ideal for lip syncing or other character variations. Using the Frame Picker for phonemes If animated characters talk, their mouth will be synchronized with their words.
Each sound, or phoneme, is produced by a different mouth shape. Animators draw a collection of these mouth positions to be used to synchronize to the soundtrack. You can store each mouth position as a keyframe in a graphic symbol. The file contains your familiar alien character on the Stage.
The alien is not animated on a path, but his head is a graphic symbol with multiple keyframes inside of its Timeline. Notice that the Timeline contains five keyframes in the mouth layer. Each keyframe shows the mouth in a different position. Frame 1 has a small closed mouth, frame 2 a rounded mouth, frame 3 a wide open mouth, and so on.
Animate creates a SWF to play the animation. Nothing happens because there is only a single frame on the main Timeline, and a graphic symbol needs frames on the main Timeline to play its own Timeline.
Frames are added to both layers up to frame Animate plays the animation. The graphic symbol plays all of its five keyframes repeatedly during the 45 frames of the main Timeline. Leave the value of the First field at 1. The Frame Picker panel opens. The Frame Picker shows thumbnail images of all the frames inside the graphic symbol. When the animation plays frame 12, the alien head graphic symbol will change to frame 4. When the animation reaches frame 14, the head symbol will switch to displaying frame 2.
Easing Easing refers to the way in which a motion tween proceeds. You can think of easing as acceleration or deceleration. An object that moves from one side of the Stage to the other side can start off slowly, then build up speed, and then stop suddenly. Or, the object can start off quickly and then gradually slow to a halt. Your keyframes indicate the beginning and end points of the motion, but the easing determines how your object gets from one keyframe to the next.
A simple way to apply easing to a motion tween is to use the Properties panel. A negative value creates a more gradual change from the starting position known as an ease-in. A positive value creates a gradual slowdown known as an ease-out. Splitting a motion tween Easing affects the entire span of a motion tween. If you want the easing to affect only frames between keyframes of a longer motion tween, you should split the motion tween.
However, the actual movement of the car starts at frame 75 and ends at frame The motion tween is cut into two separate tween spans. The end of the first tween is identical to the beginning of the second tween. The motion tweens of all three cars have now been split. This applies an ease-out to the motion tween.
Animate plays the Timeline in a loop between frames 60 and so you can examine the ease-out motion of the three cars. Frame-by-Frame Animation Frame-by-frame animation is a technique that creates the illusion of movement by making incremental changes between every keyframe.
Frame-by-frame animations increase your file size rapidly because Animate has to store the contents for each keyframe. Use frame-by-frame animation sparingly. When the movie clip loops, the car will rumble slightly to simulate the idle of the motor. Inserting a new keyframe The frame-by-frame animations inside the carMiddle and carRight movie clip symbols have already been done. Inside the carRight movie clip, three keyframes establish three different positions for the car and its headlights.
The keyframes are spaced unevenly to provide the unpredictable up and down motion. You enter symbol-editing mode for the carLeft symbol. Animate inserts a keyframe in frame 2 of the lights layer and the smallRumble layer. The contents of the previous keyframes are copied into the new keyframes. Changing the graphics In the new keyframe, change the appearance of the contents to create the animation.
You can use the Properties panel to decrease the Y-position value by 1 pixel or press the Down Arrow key to nudge the graphics by 1 pixel. The car and its headlights move down slightly. For a random motion like an idling car, at least three keyframes are ideal. Keyframes are inserted into frame 4 of the lights and smallRumble layers.
Adobe animate cc classroom in a book lesson files free. Adobe Animate CC Classroom in a Book (2019 Release), First Edition by Russell Chun
Click the outline of the shape. Using the same colors helps to unify the composition. Objects in the top layers will overlap objects in the bottom layers. Contents at a Glance Con.
Adobe animate cc classroom in a book lesson files free
replace.me toSign in or create a new accountEnter the ISBN: Answer the questions as proof of purchaseAccess the lesson files through the. Low-cost as well as free licensing options are available for schools using this book as curriculum. Contact American Graphics Institute for. Click the lesson file links to download them to your computer. •Note If you ADOBE ANIMATE CC CLASSROOM IN A BOOK ( RELEASE) About animation.