For you, and myself who use alot of symbols and nesting. I highly suggest the plugin sound syncer, which times out the music form the timeline and lets you listen to it in a symbol. www.trickorscript.com/p_SY.php
I will admit it was hard to take in first watching, but on a re-watch all this advice has really helped, Even if I am still stuck a pretty old PC with limited using Flash 8, this has been a great help and when I am sure to get a better drawing PC, I'll be able to use this tutorial. Amazing Tutorial. In the mean times, I'm stuck with tweens ;v;
Damn it's an old video so i don't know if you'll answer, but you have your main puppet, which you break appart into layers and duplicate the whole thing so you don't use your main puppet and you can reuse it later. You then animate the whole sequence and when you're happy with it, you make a new symbol let's call it "dance_one" or something then start back from the beggining for the other sequences, did i understand it correctly?
Yes. Animate the whole rig out, then copy the animation to a new symbol, centered on the stage. Sync it up to the original, and it'll play out in the exact same location. It's the same process as moving everything to a symbol so you can move the camera around, before vcams became a thing.
@@Zedrinbot Oh ok i think i understand! I'll try it, i'm animating using puppets too but there's not much information these days on youtuber about flash animation :/
I'm gonna be doing more tutorials, possibly over on my studio's channel, so I'll likely cover it there. The puppet construction part I did here wound up just being confusing x . x it'd probably be better if I more demonstrated how my puppet is built from the top down, rather than building it from the ground up.
Not yet. I've been planning one, but it's super hard to figure out how to draft it. Rigging is such a weird thing, it almost needs to be learned via reverse engineering rather than following a linear guide. Maybe if I did something like a collection of small how-to's a tips, instead of a complete rigging tutorial.
I speak Spanish and i didn't get a single thing of what you were saying, like anything at all. It sucks not having any Spanish talking people doing tutorials as good as this ones.
I'm working on a work computer that won't let me download and install plug-ins so I'm trying this without any plug-ins. I wanted to know if the following issue that I have is something that requires a plug-in or if it's something that I'm not doing right. I'm rigging a very simple smily face. I created a symbol for the head. Inside of the head symbol I created one symbol for an eye and then used the same symbol for the other eye. Inside of the eye symbol I have a series of keyframes for the eye lids. When I try to animate the eye lids I create a keyframe on the main timeline go to the eye symbol and set First Frame to the frame that I want it at. I then go back to the main timeline and another keyframe go into the eye symbol and set First Frame to the next frame. Rinse and repeat. However, when I get to the end I see that on all of the keyframes instead of them progressing from one frame to the other as I would expect it instead just turns all of frames into the last frame I set it at. I know this is kind of hard to understand but I would appreciate some help on this. Thanks for the time!
The best way would probably to used synched nesting. You can set the eyes and head to 'play once'. Duplicate the eye symbols so you're not using the base/parent iteration of them. Extend your eye timelines out to be just as long as your head's timeline. If you're in CS6, going into the eye from a frame in the head will put you at that same frame in the eye itself. So if you're at frame 35 in the head, you'll be at frame 35 in the eye. This'll adjust if you have different starting frames as well. If you're not in CS6 and it doesn't do this for you, just look at your frame number when you're in the head and go to that same time on the eye's timeline. From there, find the key points where the eye changes position on the HEAD'S timeline, and enter the eyes to key them out appropriately. Then when you have your base keys done you can do the more minute movements without going in and out repeatedly. Your other option is to just make a series of positions that tackle all eye positions you might want to use, then never entering the eye at all--just use single frame mode, similar to how you'd do lipsynching (except without keyframe caddy.) One more option you have: if your eyes as a whole don't need to move around at all, just the pupils, you can instead rebuild any masking and whatnot on the timeline of the head. Then you can animate the irises in synch with the rest of the head, no different to anything else. Easiest way to do this without break into layers: make sure each part in the eye is either an object or symbolized (this is actually why I symbolize my eye whites and masks). No floating fills or lines. Break it apart Distribute the break into layers Find your mask layer, reconvert it into a mask.
Alternatively, if you only need to animate the eyelids, and the pupils are solid, you can just make the full 'blink' animation the timeline of the eyes themselves (timed out and everything, including going back to fully open), then use single frame and do it manually, or play-once playback whenever you need to do a blink. If they stay in the same position, you can even just store the frames in your clipboard with with CTRL ALT C and use CTRL ALT V on your timeline whenever you need to do a blink.
Thanks, a lot that was really in-depth and helpful. Thank you for your time. It worked out like you said. Now, I just need to get Keyframe Caddy installed on these computers! Thank you!
Wonderful! Now I just need to learn what half the stuff you were talking about means (you talk SO fast its kinda hard to follow, tbh...and yes, I DID watch your previous tutorials). And then all I need to do is master all of this stuff in flash...and then even before that I need to learn how to draw something that doesn't look like sh*t... I have a long road ahead of me...
usually. If it's an asymmetric character then you have to draw it every time. It also depends on how detailed you want the turns. The essentials are Front, 3-Quarter, Profile, 3-Quarter Back, Back, though some also have a 5/8ths forward and 5/8th's back, as well as upper or downward angles.
I don't know if this comment will ever be seen, but the TrickOrScript plugins are entirely free now due to them being discontinued. I learned this when I emailed the company looking to purchase a license, and they handed me a free infinite license copy instead, stating what I mentioned before. It pretty much takes the multitude of different plugins from this video, rolls them in to one with a better UI, and is compatable with MX Flash 2004 (the free version of Flash), which many of the plugins in this video aren't. I've made some pretty complex rigs using them with relative ease. I would post a link to the download (I'd have to provide the download myself, since they haven't posted it on their site for whatever reason), but I'm afraid I'll get autospammed. Anyone know how I can share the link without that happening?
a few of them yeah. Though Animate CC also semi-often gets riddled with bugs. Zone had showed footage of lines getting completely displaced after being drawn a few months back, and that was far from the first bug I've heard of. I want to get CC, just cause the brush (usually) behaves nicer than in older flash, and it has the camera rotation, but the monthly recurring fees + alternatives that exist that I'd rather get (like Toonboom) kinda kill my interest.
well mine is i been asking all my friends who are better animators than me on how too make a mixture of 2D with 3D animations and they all told me the same thing if you want your 3d characters to look more anime simply draw on top of the 3D model which is what disney animators do for there styles of animations and that good and all but they don't exactly explained you how to do so
i been looking for hundred of tutorials on how this method works i try importing my 3d models into photoshop and drew on top of them like they said but when i imported back to blender it just doesn't look natural
I can't get the Keyframe Caddy to load in the downloaded old Flash CS3. The new extension manager does not find any of my Adobe programs. The downloadable legacy file is .mxp, the manager only supports .zxp. It cannot convert the files unless it recognizes the programs like Flash, which it doesn't. I cannot use the plugin unless there is a sane way to just install it or put it in a plugins folder. Can someone make or find one that self installs or something? I have been trying to get this thing to work for hours.
it's very possible it may not work at all. the only thing you can maybe try is unpacking it and then copy-pasting the folders to your config folders, likely located somewhere in %Appdata%, but there's no guarantee it'll work
Having all kinds of problems: No way to unpack without using extension manager. Extension manager does not find Adobe apps nor does it find the plug-ins. Found legacy version of extension manager for CS3 specifically, programs does not list Adobe programs and only looks for .mxi, whatever that is. Found a few plugins like Keyframe Caddy but cannot use them for the same reason. Double clicking the .mxp file opens Flash then gives error "Unexpected file format". I have great free plugins that I can't use :D They may have altered the old CS3 program somehow, I have no idea what else to do. This is more work than just doing it the old way!
It's highly recommended just so you know what positions and stuff you need and when. If I didn't I wouldn't have as good an idea when to do angle changes or shot changes, and would be coming up with poses on the fly.
Yep. Select all your frames you just animated, copy the FRAMES, then run newanim clip. it'll make a new layer and symbol and you can paste everything directly in there. The only thing you may need to do is go to the main timeline and change the starting point.
that copies the elements on screen, but Ctrl Alt C copies the frames specifically. This lets you copy-paste the frame themselves, such as the layer order, any tweening, etc. Normal copy-paste will just put everything on the selected layer and frame, not across all frames.
Nah, everything, every single symbol is on a different layer. Having multiple symbols on the same layer is VERY bad, you definitely don't want to do that. It not only prevents you from being able to tween anything, but it also makes doing edits nearly impossible.
also sorry to bother u but ive been trying to install your plugins, only to find problems after problems, extension manager doesnt work and most of the plugins u mentioned arent on adobe addons is there a manual install method thx
Make sure you're downloading the CC versions of the packages. Toonmonkey and Keyframe Caddy should have CC versions available. The janimation toolbox may require some work. If you can't install it, try unpacking it using Winzip or Winrar and placing all the folders and files into your Flash's local folder by default it's C:\Users\YOURNAME\AppData\Local\Adobe\Flash CS6 You can find the local and roaming folders by typing %appdata% in your file explorer URL and going up one level. Or just enable hidden folders.
+Zedrin sorry again, but im working with puppets and am putting symbols inside symbols. Yet the animations in my graphic symbols are not playing once I exit the symbol. E.g. eye animation in head symbol does not play in timeline once exit head symbol. Thx
If I make one I'll have to do it in multiple parts, showing off the tools as well I use. Or I could make a shorter one that's more of like a breakdown of my puppets, instead of showing the process I use to build them. If you've got a preference you can let me know and I can prioritize one of the two.
Yeah, bones really don't work well in flash. They can have some functionality with very specific parameters, but because the bones don't allow for deformation they're fairly useless for any quality animation. You're pretty much limited to front-only shots with bones.
+Zedrin bruh this is why I use Anime Studio cuz smartbnones allow deforming, thus I can adjust/fix points tbh you can basically do samething here in toon boom and in Anime Studio kinda like in flash
hello this is probably gonna sound dumb but I seem to be having trouble coloring my animations in animate cc im not sure if it because of some open areas or what not but can you give me any advise ?
gaps are really annoying to deal with. If you have a closed shape but it's not filling, you probably have a gap. They'll likely appear where lines start and stop. Your options are to go into direct select mode (the white arrow tool) and look for areas where the nodes and paths come close but don't overlap, and then to manually patch them You can turn on gap closing which is likely going to leave a few small unpainted areas, but will seal most gaps automatically. You can also use 'Paint Behind' with the brush tool and fill in regions manually, or partially manually. What I like to do to diagnose where gaps are, say I have an object that's red with a black outline that won't fill, I'll draw red lines (in behind mode) to divide the shape in half, and then fill both sides. Whichever side doesn't fill, I'll split that again and re-fill both sides, and keep going until I've got a small area where I know the gap exists, and then I can patch it using one of the methods mentioned.
Oh--flash symbols and objects have what's called an 'anchor' point. That white circle you see when selecting something is the anchor. When doing transforms, it'll treat these anchors as the centers, rotating around them or scaling in reference to them. You can't rotate an entire layer, just individual objects. And unfortunately flash doesn't allow for stage rotation (Animate CC does though) Anchors are also a property of each object, so a tween goes from anchor location 1 to anchor location 2: so you want the anchor positions on two tweened symbols to be the same relative to the object. You generally want to keep the anchor positions relative to the symbol consistent for any tweens.
Adobe has recently made installing these plugins a pain the the ass......I wish i could have gotten into using flash before it went "Animate cc" and decided to be a hateful bitch to use.
For you, and myself who use alot of symbols and nesting. I highly suggest the plugin sound syncer, which times out the music form the timeline and lets you listen to it in a symbol. www.trickorscript.com/p_SY.php
this comment never appeared in my notifications but this looks awesome, gonna try it out!
I will admit it was hard to take in first watching, but on a re-watch all this advice has really helped, Even if I am still stuck a pretty old PC with limited using Flash 8, this has been a great help and when I am sure to get a better drawing PC, I'll be able to use this tutorial.
Amazing Tutorial.
In the mean times, I'm stuck with tweens ;v;
use a drawing tablet..
I recommend wacom or its competitor intuous or something like that
it's like $40 on Amazon
@@Mimi-qz5bq Wacom is the company that made the Intuos product series.
Thanks for the tutorial, teacher :)
now i can do a my animations very fast ( kind of )
Damn it's an old video so i don't know if you'll answer,
but you have your main puppet, which you break appart into layers and duplicate the whole thing so you don't use your main puppet and you can reuse it later.
You then animate the whole sequence and when you're happy with it, you make a new symbol let's call it "dance_one" or something then start back from the beggining for the other sequences,
did i understand it correctly?
Yes. Animate the whole rig out, then copy the animation to a new symbol, centered on the stage. Sync it up to the original, and it'll play out in the exact same location.
It's the same process as moving everything to a symbol so you can move the camera around, before vcams became a thing.
@@Zedrinbot Oh ok i think i understand! I'll try it, i'm animating using puppets too but there's not much information these days on youtuber about flash animation :/
Thanks for making this! It really helps. You seem to be animating rather quickly, how many seconds per hour are you usually animating?
this tutorial was the best one I've seen by far. (::
Good work Zed.
we need a version of this that actually works.
Thanks for the tutorial, as someone else said a puppet breakdown would be good or maybe like a description of process and order (sped up) thx
I'm gonna be doing more tutorials, possibly over on my studio's channel, so I'll likely cover it there.
The puppet construction part I did here wound up just being confusing x . x it'd probably be better if I more demonstrated how my puppet is built from the top down, rather than building it from the ground up.
+Zedrin perfect thx zed :)
Wow thats insane bruh...
do you have a tutorial on making puppet rigs?
Not yet. I've been planning one, but it's super hard to figure out how to draft it.
Rigging is such a weird thing, it almost needs to be learned via reverse engineering rather than following a linear guide.
Maybe if I did something like a collection of small how-to's a tips, instead of a complete rigging tutorial.
+Zedrin Yeah i believe so, i know little of 3d animation and i want to learn 2d. I love your videos between, you gained a subscriber
terrific
Was to the point and helpful good job
Great stuff! Thanks!
I speak Spanish and i didn't get a single thing of what you were saying, like anything at all. It sucks not having any Spanish talking people doing tutorials as good as this ones.
Bless u zed
How long did it take you overall? (Great video btw!)
this is very interesting :3
I'm working on a work computer that won't let me download and install plug-ins so I'm trying this without any plug-ins. I wanted to know if the following issue that I have is something that requires a plug-in or if it's something that I'm not doing right.
I'm rigging a very simple smily face.
I created a symbol for the head.
Inside of the head symbol I created one symbol for an eye and then used the same symbol for the other eye.
Inside of the eye symbol I have a series of keyframes for the eye lids.
When I try to animate the eye lids I create a keyframe on the main timeline go to the eye symbol and set First Frame to the frame that I want it at.
I then go back to the main timeline and another keyframe go into the eye symbol and set First Frame to the next frame.
Rinse and repeat.
However, when I get to the end I see that on all of the keyframes instead of them progressing from one frame to the other as I would expect it instead just turns all of frames into the last frame I set it at.
I know this is kind of hard to understand but I would appreciate some help on this.
Thanks for the time!
The best way would probably to used synched nesting.
You can set the eyes and head to 'play once'. Duplicate the eye symbols so you're not using the base/parent iteration of them.
Extend your eye timelines out to be just as long as your head's timeline.
If you're in CS6, going into the eye from a frame in the head will put you at that same frame in the eye itself. So if you're at frame 35 in the head, you'll be at frame 35 in the eye. This'll adjust if you have different starting frames as well.
If you're not in CS6 and it doesn't do this for you, just look at your frame number when you're in the head and go to that same time on the eye's timeline.
From there, find the key points where the eye changes position on the HEAD'S timeline, and enter the eyes to key them out appropriately. Then when you have your base keys done you can do the more minute movements without going in and out repeatedly.
Your other option is to just make a series of positions that tackle all eye positions you might want to use, then never entering the eye at all--just use single frame mode, similar to how you'd do lipsynching (except without keyframe caddy.)
One more option you have: if your eyes as a whole don't need to move around at all, just the pupils, you can instead rebuild any masking and whatnot on the timeline of the head. Then you can animate the irises in synch with the rest of the head, no different to anything else.
Easiest way to do this without break into layers: make sure each part in the eye is either an object or symbolized (this is actually why I symbolize my eye whites and masks). No floating fills or lines.
Break it apart
Distribute the break into layers
Find your mask layer, reconvert it into a mask.
Alternatively, if you only need to animate the eyelids, and the pupils are solid, you can just make the full 'blink' animation the timeline of the eyes themselves (timed out and everything, including going back to fully open), then use single frame and do it manually, or play-once playback whenever you need to do a blink.
If they stay in the same position, you can even just store the frames in your clipboard with with CTRL ALT C and use CTRL ALT V on your timeline whenever you need to do a blink.
Thanks, a lot that was really in-depth and helpful. Thank you for your time. It worked out like you said. Now, I just need to get Keyframe Caddy installed on these computers!
Thank you!
And here we have my daily reminder of why I do frame-by-frame animation.
ugh i want to do it so it will hide seams behind the arm
Wonderful! Now I just need to learn what half the stuff you were talking about means (you talk SO fast its kinda hard to follow, tbh...and yes, I DID watch your previous tutorials). And then all I need to do is master all of this stuff in flash...and then even before that I need to learn how to draw something that doesn't look like sh*t...
I have a long road ahead of me...
+dabhdude But that aside, you deserve a sub for this. And I would give you money on Patreon...
Except I don't have any money to really give. :(
just turn on captions
What are the 4As of Flash? Lol doesn't say... hmm
magnífico
so do people really just draw their chracter 8 times and reflected it for 16 positions? aka body turn?
usually. If it's an asymmetric character then you have to draw it every time.
It also depends on how detailed you want the turns. The essentials are Front, 3-Quarter, Profile, 3-Quarter Back, Back, though some also have a 5/8ths forward and 5/8th's back, as well as upper or downward angles.
What’s her name
any advice for drawing eyes?
Shell NUT
I can't tell if I should switch over to flash
is there a way to get cs6 without a monthly payment?
I don't know if this comment will ever be seen, but the TrickOrScript plugins are entirely free now due to them being discontinued. I learned this when I emailed the company looking to purchase a license, and they handed me a free infinite license copy instead, stating what I mentioned before. It pretty much takes the multitude of different plugins from this video, rolls them in to one with a better UI, and is compatable with MX Flash 2004 (the free version of Flash), which many of the plugins in this video aren't. I've made some pretty complex rigs using them with relative ease.
I would post a link to the download (I'd have to provide the download myself, since they haven't posted it on their site for whatever reason), but I'm afraid I'll get autospammed. Anyone know how I can share the link without that happening?
I would be great if you finished the animation.
Did you speed it up or is this real time?
What's your flash canvas size?
I work at 1280 x 720, and then use Swivel to upscale everything to 1080p after I render the .swf
Zedrin Thanks. I just realized I was screwing over my animations by using the default size.
ye, you wanna use some form of 16:9. Since swivel upscales it and it's vector based you don't have to worry about any quality losses either
All in 16:00???
the new animate cc has this features without the need of plug ins
a few of them yeah.
Though Animate CC also semi-often gets riddled with bugs. Zone had showed footage of lines getting completely displaced after being drawn a few months back, and that was far from the first bug I've heard of.
I want to get CC, just cause the brush (usually) behaves nicer than in older flash, and it has the camera rotation, but the monthly recurring fees + alternatives that exist that I'd rather get (like Toonboom) kinda kill my interest.
there is something am curious on asking but i don't wanna sound dumb
No such thing as a dumb question if it's not about a dumb topic :V
well mine is i been asking all my friends who are better animators than me on how too make a mixture of 2D with 3D animations and they all told me the same thing if you want your 3d characters to look more anime simply draw on top of the 3D model which is what disney animators do for there styles of animations and that good and all but they don't exactly explained you how to do so
i been looking for hundred of tutorials on how this method works i try importing my 3d models into photoshop and drew on top of them like they said but when i imported back to blender it just doesn't look natural
would it work for abode animate CC?
I can't get the Keyframe Caddy to load in the downloaded old Flash CS3. The new extension manager does not find any of my Adobe programs. The downloadable legacy file is .mxp, the manager only supports .zxp. It cannot convert the files unless it recognizes the programs like Flash, which it doesn't. I cannot use the plugin unless there is a sane way to just install it or put it in a plugins folder. Can someone make or find one that self installs or something? I have been trying to get this thing to work for hours.
it's very possible it may not work at all. the only thing you can maybe try is unpacking it and then copy-pasting the folders to your config folders, likely located somewhere in %Appdata%, but there's no guarantee it'll work
Having all kinds of problems: No way to unpack without using extension manager. Extension manager does not find Adobe apps nor does it find the plug-ins. Found legacy version of extension manager for CS3 specifically, programs does not list Adobe programs and only looks for .mxi, whatever that is. Found a few plugins like Keyframe Caddy but cannot use them for the same reason. Double clicking the .mxp file opens Flash then gives error "Unexpected file format". I have great free plugins that I can't use :D They may have altered the old CS3 program somehow, I have no idea what else to do. This is more work than just doing it the old way!
Kerchew
do you have to sketch out the animation before puppet animating?
It's highly recommended just so you know what positions and stuff you need and when.
If I didn't I wouldn't have as good an idea when to do angle changes or shot changes, and would be coming up with poses on the fly.
Whats this character's name?
okay so after you finish animating a sequence do you use the animclip plug in then work on the rest and convert that part to the clip on the timeline?
Yep.
Select all your frames you just animated, copy the FRAMES, then run newanim clip.
it'll make a new layer and symbol and you can paste everything directly in there. The only thing you may need to do is go to the main timeline and change the starting point.
To copy its just "ctl c"
that copies the elements on screen, but Ctrl Alt C copies the frames specifically. This lets you copy-paste the frame themselves, such as the layer order, any tweening, etc. Normal copy-paste will just put everything on the selected layer and frame, not across all frames.
at first i thought he said haki
is the torso and hip in the same layer?
er symbol
Nah, everything, every single symbol is on a different layer.
Having multiple symbols on the same layer is VERY bad, you definitely don't want to do that. It not only prevents you from being able to tween anything, but it also makes doing edits nearly impossible.
What version of flash do you use?
CS6, though most of these plugins and techniques should work for any CS versions as well as CC.
also sorry to bother u but ive been trying to install your plugins, only to find problems after problems, extension manager doesnt work and most of the plugins u mentioned arent on adobe addons is there a manual install method thx
Which version of flash are you using?
Adobe flash cc 2015
Make sure you're downloading the CC versions of the packages. Toonmonkey and Keyframe Caddy should have CC versions available.
The janimation toolbox may require some work. If you can't install it, try unpacking it using Winzip or Winrar and placing all the folders and files into your Flash's local folder
by default it's
C:\Users\YOURNAME\AppData\Local\Adobe\Flash CS6
You can find the local and roaming folders by typing %appdata% in your file explorer URL and going up one level. Or just enable hidden folders.
+Zedrin thx zedrin :)
+Zedrin sorry again, but im working with puppets and am putting symbols inside symbols. Yet the animations in my graphic symbols are not playing once I exit the symbol. E.g. eye animation in head symbol does not play in timeline once exit head symbol. Thx
I really wanted to see that puppet building tutorial. :(
If I make one I'll have to do it in multiple parts, showing off the tools as well I use. Or I could make a shorter one that's more of like a breakdown of my puppets, instead of showing the process I use to build them.
If you've got a preference you can let me know and I can prioritize one of the two.
so no bone rigging?
Yeah, bones really don't work well in flash. They can have some functionality with very specific parameters, but because the bones don't allow for deformation they're fairly useless for any quality animation. You're pretty much limited to front-only shots with bones.
+Zedrin bruh this is why I use Anime Studio cuz smartbnones allow deforming, thus I can adjust/fix points
tbh you can basically do samething here in toon boom and in Anime Studio kinda like in flash
Mimi Anime studio may have spline deforming but anime studio is also a load of ass tbh. It's very much budget software and it shows.
+Zedrin idk I had a good experience with Anime Studio but I respect your opinion
+xXGoodStuffXx are you use referring to the workload?
tbh I would recommend to young teens learning to animate
hello this is probably gonna sound dumb but I seem to be having trouble coloring my animations in animate cc im not sure if it because of some open areas or what not but can you give me any advise ?
gaps are really annoying to deal with. If you have a closed shape but it's not filling, you probably have a gap. They'll likely appear where lines start and stop.
Your options are to go into direct select mode (the white arrow tool) and look for areas where the nodes and paths come close but don't overlap, and then to manually patch them
You can turn on gap closing which is likely going to leave a few small unpainted areas, but will seal most gaps automatically.
You can also use 'Paint Behind' with the brush tool and fill in regions manually, or partially manually.
What I like to do to diagnose where gaps are, say I have an object that's red with a black outline that won't fill, I'll draw red lines (in behind mode) to divide the shape in half, and then fill both sides. Whichever side doesn't fill, I'll split that again and re-fill both sides, and keep going until I've got a small area where I know the gap exists, and then I can patch it using one of the methods mentioned.
okay thanks :D
is it really just pivot animation?
uh... what do you mean?
Pivot is my character.
I mean did you just rotate the layers to animate?
Oh--flash symbols and objects have what's called an 'anchor' point. That white circle you see when selecting something is the anchor. When doing transforms, it'll treat these anchors as the centers, rotating around them or scaling in reference to them.
You can't rotate an entire layer, just individual objects. And unfortunately flash doesn't allow for stage rotation (Animate CC does though)
Anchors are also a property of each object, so a tween goes from anchor location 1 to anchor location 2: so you want the anchor positions on two tweened symbols to be the same relative to the object. You generally want to keep the anchor positions relative to the symbol consistent for any tweens.
+Zedrin
i have a question if you rotate flash symbols with the anchor point does this means if you go to one frame, abode flash does the in-betweens?
the rotation will only affect the one frame you're working on, unless you have 'multiple frame editing' enabled
Adobe has recently made installing these plugins a pain the the ass......I wish i could have gotten into using flash before it went "Animate cc" and decided to be a hateful bitch to use.
what is the program
abode flash/animate
Mimi thx
too many frames too many plugins toooooooo maanyyyyyy ....Isn't Anime studio better?
666 likes
Good tutorial, but the guitar sounds... my ears are dead now.
I did not understand any of this
sorry
Thanks anyway, but I refuse to use Flash! 2D traditional animation is my kind.
good for you
O.O
I am an animater with autism. I am here to get some info to animate a fidget spinner.
OH MY GOD YOUR A GUY.
I always though you were a female artist. XD
I'd be fine with being a female artist tbh
That's cool! :P
I couldnt be a female artist because my colors are too rich, and not soft. =D="