Table of Contents for
Graphics and Multimedia for the Web with Adobe Creative Cloud: Navigating the Adobe Software Landscape

Version ebook / Retour

Cover image for bash Cookbook, 2nd Edition Graphics and Multimedia for the Web with Adobe Creative Cloud: Navigating the Adobe Software Landscape by Jennifer Harder Published by Apress, 2018
  1. Navigation
  2. Cover
  3. Front Matter
  4. Part I. Welcome to the Adobe Creative Cloud. Where Should You Begin?
  5. 1. Entering the Software Maze or Labyrinth
  6. Part II. Working with Photoshop to Create Web Graphics and Animations
  7. 2. Getting Started
  8. 3. Color Choices: CMYK, RGB, Grayscale, and Index
  9. 4. Saving or Exporting Your Files for the Web
  10. 5. Actions to Speed up File Conversion and Slicing Tools
  11. 6. Tools for Animation
  12. 7. Tools for Video
  13. 8. Other Miscellaneous Items in Photoshop That You Can Use for Web Design
  14. 9. Putting It into Practice with Photoshop CC
  15. Part III. Working with Illustrator to Create Web Graphics
  16. 10. Getting Started with Illustrator CC
  17. 11. Color Choices: CMYK, RGB, and Grayscale
  18. 12. Saving or Exporting Your Files for the Web
  19. 13. Actions to Speed up File Conversion and Slicing Tools
  20. 14. Tools for Animation and Video
  21. 15. Other Miscellaneous Items in Illustrator That You Can Use for Web Design
  22. 16. Putting It into Practice with Illustrator CC
  23. Part IV. Working with Animate to Create Animations, Movies, and HTML5 Canvas
  24. 17. Getting Started with Animate CC
  25. 18. Color Choices: RGB
  26. 19. Importing Your Artwork
  27. 20. Import Your Audio and Video
  28. 21. Working with the Timeline Panel
  29. 22. Exporting Your Files to the Web
  30. 23. Other Miscellaneous Items in Animate that You Can Use for Web Design
  31. 24. Putting It into Practice with Animate CC
  32. Part V. Working with Media Encoder to Create Audio and Video Files
  33. 25. Getting Started with Media Encoder
  34. 26. Working with Your RAW Video Files (AVI and MOV)
  35. 27. Working with Your RAW Video Files and Converting Them to Audio
  36. 28. Working with Your RAW Video Files and Converting Them to an Image Sequence
  37. 29. Putting It into Practice with Media Encoder CC
  38. Part VI. Working with Dreamweaver: Adding Images, Animations, and Multimedia to HTML5 Pages
  39. 30. Getting Started with Dreamweaver CC
  40. 31. Working with Images and Tags
  41. 32. Working with CSS
  42. 33. Working with Images for Mobile Web Design
  43. 34. What Is JavaScript?
  44. 35. Working with Bootstrap, Templates, Library Items, and the Assets Panel
  45. 36. Working with Video, Audio, and Animations
  46. 37. Additional Options to Apply Images in Dreamweaver
  47. 38. Final Testing, Getting Ready to Upload Your Site
  48. 39. Putting It into Practice with Dreamweaver CC
  49. Part VII. Further Dreamweaver Integration with Other Adobe Products for Websites
  50. 40. What Other Programs That Are Part of Adobe Creative Cloud Can I Use to Display My Graphics or Multimedia Online?
  51. Back Matter
© Jennifer Harder 2018
Jennifer HarderGraphics and Multimedia for the Web with Adobe Creative Cloudhttps://doi.org/10.1007/978-1-4842-3823-3_21

21. Working with the Timeline Panel

Jennifer Harder1 
(1)
Delta, BC, Canada
 

In this chapter, you review the Timeline panel and some old and new panels that work with the Timeline panel to assist you in creating and enhancing your animations before you export them.

Note

This chapter does not have any actual projects; however, you can use the files in the Chapter 21 folder to practice opening and viewing for this lesson. They are at https://github.com/Apress/graphics-multimedia-web-adobe-creative-cloud .

Working with the Timeline Panel

If you have worked with the Timeline panel in Flash or Animate CC, you see that it is an integral part of this software if you want to create movement in an animation. As you saw in Part 2 with Photoshop CC, when you stitch together a video, each section or movement is made of frames. The number of frames that run within a second (fps) is usually between 24 and 30, so that the movement does not appear choppy. The same is true for the Animate timeline. Refer to Figure 21-1.
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Figure 21-1

The Timeline panel with one layer that currently has blank keyframes

A Review of Layers

While the focus of this book is to learn how to get your files web-ready, let’s take a moment to compare this Timeline panel and its frames with the video timeline presented in Photoshop CC.

Open the scene6_timeline_example.fla file to follow along. You will use similar files for the Hot Glass Tango website in Chapter 24.

Note

For a more in-depth review of layers, I recommend Adobe Animate CC Classroom in a Book, but this chapter presents a basic review.

The Animate timeline is a combination of the Timeline and Layers panels that you see in Photoshop, but they are not separate. They interact with whatever is on the stage. If you need to hide or store something off the stage, save it as a symbol (graphic, movie, button), audio, or component in the library, and only place it on the stage in the correct timeline frames when required.

Layers appear like stacks of filmstrips stacked on top of each other, which is to give the feeling of depth. They can also keep organized the sections that appear above or below.
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Figure 21-2

A scene from the intro of Hot Glass Tango

For example, a character might be standing outdoors or, in Hot Glass Tango, inside a glass studio. In this case, the letters and his final project, the cobalt glass vase, are in the forefront; the male character is behind the letters holding the pipe that is attached to the glass that he is expanding. Behind him is a type of glass-heating furnace, also known as glory hole, and behind that is the colorful background. If you go in that order, you find the background to be the lowest visible layer. Refer to Figure 21-3. Note when you open this file you may receive a warning that it contains camera effects click OK to open the file.
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Figure 21-3

The Timeline panel and layer order. The symbols in front are higher than the background. Advanced Camera layer is in use.

Note

In this case, sound is below all the layers. That is OK because the sound never appears on the stage and is only background noise. It could be above all layers, but it does not interact with the movement in anyway. In this case, I put it at the bottom of the layers so that it would look like you saw it in the Photoshop Video Timeline panel in Chapter 7, where the sound track is always at the bottom of the list.

New Layers

Layers can be created by selecting the layer and pressing the New Layer icon in the upper left of the Timeline panel. You can also remove a selected layer by clicking the Trash icon. Refer to Figure 21-4.
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Figure 21-4

Create a new layer in the Timeline panel

Folders

As in Photoshop CC, layers can be organized into folders by clicking the Folder icon. For example, you may have more than one sound layer, or you want to group the letters and vase together as a set, as seen in Figure 21-5. To keep them organized, you create a folder, name it, and then drag them into a folder. You can expand and collapse that folder to save space.
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Figure 21-5

A folder can store many layers if you want to keep them separate and organized

For my example, I kept them separate because there are not a lot of layers in the file, but you can practice creating a folder, as seen in Figure 21-5. Just make sure to keep the layers in the folder in the same order as shown here. Then you can drag the files out of the folder and delete the folder. Just don’t delete the layers.

Hide and Show Layers and Folder

As with Photoshop CC, you can hide or show layers and folders by turning the Eye icon off or on. When on, there is a dot under the Eye icon; and when off, it is an X, as seen in Figure 21-6.
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Figure 21-6

Turn a layer on or off

This is good when you are checking to see what kind of objects are behind the current layer or for scrubbing the timeline with the playhead to compare movements between two layers, as you will see shortly.

Lock Layers and Folders

You can also lock the layer using the Lock icon if you don’t want the object on that layer to move while moving other objects on another layer. Lock can also affect the folder and all the layers within can be locked when a folder lock is selected. Refer to Figure 21-7.
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Figure 21-7

Lock a layer to prevent movement on the stage

Layer Outlines

The rectangular icon next to the Camera icon allows you to show all layers as outlines, or you can select a layer and only show it in outlines by clicking the colored square. This is only a preview so that you can view movement on all layers; it does not appear like this in the final animation. Refer to Figure 21-8.
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Figure 21-8

Click the regtangle so that the shapes on the stage will appear as outlines

The shapes show up in the outline color that matches their layer color. Refer to Figure 21-9.
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Figure 21-9

The outline preview in Animate

Click the Outline icon in the layer again to remove the outline color and return it to the state shown in Figure 21-2.

Advanced Layer Settings

The icons in the upper left of the timeline are the new setting for Advanced layers in CC 2019 as seen in Figure 21-10 some are currently on, off or unavailable. This depends on if you are working with AS3 or HTML5 FLA file. Figure 21-10.
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Figure 21-10

Control the Advanced Layers setting by turning them on or off

This is an advanced layer setting like camera, parenting and layer depth are used in certain types of animations where you are trying to create a camera zoom, a flying toward or away motion for 2D visuals, or locking on to a horizon point with the camera. As you approach different objects that are at varying distances, you arrive at some faster than others. You can see examples of this at https://helpx.adobe.com/ca/animate/using/timeline-layers.html and https://helpx.adobe.com/animate/using/working-with-camera-in-animate-cc.html#parallax-effect .

For this project, other than the camera layer, I left the layer depth setting off, but look at Spinning_advanced_layers.fla where layer depth has been added. In your own project, if you click the first time, you may receive the alert seen in Figure 21-11.
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Figure 21-11

The Use Advanced Layers alert

If you do not want to use Advanced Layers, click NO. Click Yes to activate the advanced layers which includes camera effects for layers, layer parenting and the layer depth option. Note that your layer names in the Timeline panel may alter slightly with an added underscore ( _ ) for names with a spaces so that they can work with the Layer Depth panel and other advanced settings.

Layer Depth Panel

Any shape that is on a layer turns into a symbol so that you can work with Z-depth or the camera layer, as you will look at later.

When you work with the Layer Depth panel, make sure your layers are unlocked in the Timeline panel so that you can move the selected layer depth up or down on the right preview. Refer to Figure 21-12.
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Figure 21-12

The Layer Depth panel with no layer’s depths altered in frame 1 (Below)The Layer depth panel when no advanced setting are on

The depth can be adjusted for that frame or those frames collectively outside or within a folder. Refer to Figure 21-13.
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Figure 21-13

Adding depth to one or more layers

Moving the depth upward causes the symbol on that layer to grow or move forward (negative number); moving the depth downward causes the symbol to shrink or move backward (positive number) away from the viewer. Refer to Figure 21-14.
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Figure 21-14

Symbols from a lower layer now overlap an upper layer

This adds keyframes to the motion tween, depending on where you are in the timeline. Depending on the depth at each keyframe, it will appear as though symbols that were once behind on one layer are now moving in front of another symbol on another layer.

If you find that you do not want to use this feature, on a specific layer's keyframe then while on that keyframe reset it back to 0. Refer to Figure 21-15.
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Figure 21-15

Deactivate Advanced Layers

Doing this deactivates the layer depth and reverts some items back to symbols that no longer shrink, grow, and move behind and in front of one another (Z-depth), as well as those effects attached to the camera layer. You can activate them again, but be aware that some settings may have altered if you make changes after reactivating. Other advanced settings that can interact with Layer depth and camera in an Action Script 3.0 FLA include the new Layer parenting. While not included in the examples, Refer to Figure 21-16 to see what this advanced feature looks like. You can learn more at https://helpx.adobe.com/ca/animate/using/timeline-layers.html#Layerparenting .
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Figure 21-16

Layer parenting as it acts with the Layer Depth panel

Whether you plan to use advanced layers or not, make sure that you save you objects as symbols (as you saw in Chapter 20) before beginning your animation project.

Note

When you work with layer depth, it is good practice to make sure each layer outline is a distinct color so that you can easily select it in the panel. Layers with the same color can be confusing to work with, and you might add a motion keyframe to the wrong layer. I show you how to adjust the outline color in the next section.

Layer Types

As in Photoshop CC, there are several types of layers.

You can adjust the type of layer by double-clicking the Layer icon or right-click the layer and choose Properties from the pop-up menu. For the Mac, Ctrl-click and select Properties. This brings up the Layer Properties dialog box for that layer. Refer to Figure 21-17.
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Figure 21-17

The Layer Properties dialog box

You can make most layer adjustments outside of the dialog box, such as renaming by double-clicking the name, locking the layer, or viewing the layer as (visible or invisible) or as outlines; however, if you want to make the visibility semitransparent, you need to set this in the Layers properties. By default, a layer type is normal. In the dialog box, there are at least four other options. Look at the Spinning_layer_types.fla file.
  • Mask: As with a layer in Photoshop, a layer in Animate can have a linked mask. It can only be applied to it the layer that is linked to a mask layer and both layers are locked. The mask shape itself acts as a window to the masked layer below. Refer to Figure 21-18.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig18_HTML.jpg
    Figure 21-18

    Creating a masked layer in the Timeline panel

  • Masked: This is the layer below the mask; otherwise, it is a normal layer. Both mask and masked layers can have motion tweens applied to them; if they are symbols, the tween appears as part of the mask or masked icon. Shape and Classic tweens can appear with the Mask icon.

  • Folder: You can change the newly created layer to a folder, or a new folder to a layer after you name it.

  • Guide: The guide layer often contains a guide line or shape drawn with the Pencil tool (Shift-Y) or Paint Brush tool (B) that is used in combination with a symbol on another layer that has a classic tween to control its movement. The symbol on that layer is then considered guided. The guide layer should be turned off if you don’t want the guide shape visible. Refer to Figure 21-19.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig19_HTML.jpg
    Figure 21-19

    A created line acts as a guide to the symbol in a Classic tween

  • Guided: Only appears as an option if the guide layer is connected and linked below.

You can also choose a different outline color and a layer height from the properties; this increases the size of the layer in the timeline by 100%, 200% or 300%, so it is easier to select, but it has nothing to do with layer order or how a symbol on the layer appears on the stage.

There are two other advanced layers types not shown.
  • Camera (for zoom and camera angles): You can access this type of layer by clicking the Camera icon in the Timeline panel and then using the Camera tool (C) in the Tools panel. The same icon removes or hides the camera layer. Refer to the spinning_advanced_layers.fla file to see this layer in action as you move the playhead on the timeline. Refer to Figure 21-20.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig20_HTML.jpg
    Figure 21-20

    Add or remove a camera layer

You cannot choose this option in the Layer Properties dialog box by double-clicking it. You will find most options, including switching the layer type to normal, are inactive; however, if you have the advanced layers on, you can then attach the camera to it using a Link icon. Refer to Figures 21-21 and 21-22.
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Figure 21-21

A camera layer is added to the Timeline panel and a layer is linked to the camera

This causes the camera and the objects to be more in sync with each other or locked on. The layer properties attached to the camera is checked. Refer to Figure 21-22.
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Figure 21-22

Attach to Camera is checked in the Layer Properties dialog box

  • Armature bone : Used when creating movement with the Bone tool when two or more bones are attached. Armatures are great for character running movements, but they are difficult to master. If you want to learn how to create a basic character, I recommend Adobe Animate CC Classroom in a Book, which demonstrates basic walking movements. You’ll look at the Bone tool briefly in this chapter and see some examples in Chapter 24. Refer to Figure 21-23.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig23_HTML.jpg
    Figure 21-23

    The armature layer

  • Audio: Unless used in a button symbols, audio should be stored on a normal layer or layers by itself so if it is accidently deleted, it does not disrupt the animation by removing parts of it.

The Parts of the Timeline

Now let’s look at the parts of the timeline itself. A timeline has a rectangular frame, and each of those frames represent a moment that frame is on the stage. Refer to Spining_layertypes.fla. Refer to Figure 21-24.
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Figure 21-24

Parts in the Timeline panel

In Animate, you can navigate and preview these frames in several ways. When a layer is selected, you can use the keyframe arrows in the Timeline panel to move to the beginning or end of the motion. Refer to Figure 21-25.
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Figure 21-25

Move to different keyframes in the timeline

You can use the red handle (playhead) with your mouse at the top of the timeline to scrub through the timeline one frame at a time. Refer to Figure 21-26.
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Figure 21-26

Use the playhead to move along the timeline

In the upper area of the Timeline panel, the preview features allow you to go to the first frame, move back one frame, play or stop the entire animation, move forward one frame, or move to the end of the animation. Refer to Figure 21-27.
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Figure 21-27

Preview the timeline

The next upper section allows you to center all the frames on the stage, and then you can loop (Loop icon) a selected area (adjusted with the handles) while pressing the Play button. Refer to Figure 21-28.
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Figure 21-28

Loop a section of frames to preview them

The last section allows you to preview using onion skins and onion skin outlines. These only show a section of the animation and do not affect the actual animation. Refer to Figure 21-29.
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Figure 21-29

Preview several frames’ movements using onion skins and outlines

The Edit Multiple Frames icon (the third icon) lets you edit multiple frames of motion within a range. Refer to Figure 21-30.
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Figure 21-30

Edit the motion of the frames

The Modify Marker icon (the fourth icon) lets you set ranges of which areas to preview. Refer to Figure 21-31.
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Figure 21-31

Adjust the marker range in the Timeline panel

The far left area in the timeline shows the current frame, the frames per second, the seconds or fractions of a second into the animation (where the playhead has stopped), and scroll handles at the bottom are for moving along the animation in the timeline. The upper right section allows you to reset the timeline, or to zoom in to the timeline frames, or out of the timeline to see it as one unit. Refer to Figure 21-32.
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Figure 21-32

Use these areas of the Timeline panel to navigate the frames

Note

Most web animations play at about 12 to 24 frames per second. Some developers recommend increasing your frame rate to 30 or 60 fps (video quality) to make the animation run smoother; however, this can put more strain on the CPU and browser, so run some tests first. Most Canvas animations can run at 24 fps. I recommend for the web a maximum of 30 if you are going to incorporate scenes into a video in Photoshop. If specifically for gaming, then 60 might be better for smother movements. Either way, before you start an animation, always set the rate first because with complex animation, this can be difficult to adjust once you have created many keyframes and layers.

Frames Types

There are several distinct types of animation frames that can be created within an animation. They often relate to the layer type that was chosen.

You can add frames by clicking the spot you want to insert the frame, and either choosing from the Insert ➤ Timeline and choosing a frame type, or right-clicking the spot and choosing from the pop-up menu. Refer to Figure 21-33.
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Figure 21-33

Choose a frame type

  • Blank keyframe : A single frame that has no content on the stage. They are gray in color with an outline dot. Refer to Figure 21-34.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig34_HTML.jpg
    Figure 21-34

    A blank keyframe

  • Blank frame : If there are multiple frames in one section that contain no content, they are often gray and start with an outline dot and then end with an outline rectangle. Refer to Figure 21-35.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig35_HTML.jpg
    Figure 21-35

    Blank frames

  • Keyframe with content: Dark gray in color and have a filled dot because there is content on the stage for this frame in the layer. When multiple filled keyframes are beside each other, this is often a sign that this may be a stop-motion animation or multiple images from a video, such as an image sequence. Refer to Figure 21-36.
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    Figure 21-36

    A keyframe with content

You can create a frame-by-frame animation by right-clicking a long frame and choosing to convert to Frame-By-Frame Animation and then an option from the side list. Refer to Figure 21-37.
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Figure 21-37

Split frames into frame-by frame animations

The Custom option allows you to choose your own divisions, such as every fifth frame. Refer to Figure 21-38.
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Figure 21-38

Frames spit with a keyyframe every five frames

  • Frames with content: If there are multiple frames in one section that contain content and no movement, they are dark gray and start with a solid dot and end with a rectangular outline. It may be one long keyframe throughout the animation or broken by another keyframe that contains a different symbol on the stage. Refer to Figure 21-39.

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Figure 21-39

Multiple keyframes with content

Tweens

The following describes the types of tweens.
  • Classic tween : The frame shows up purple with an arrow. This indicates movement of a shape or symbol from one spot to the next keyframe, which in this case is static. For a Classic tween to act like a Motion tween it requires a guide layer. And the tween becomes guided. HTML5 Canvas’s Output panel recommends using Classic tweens for simple movements, but at publication, it knows how to convert a basic Motion tween into a Classic tween when required for the animation to run smoothly. Refer to Figure 21-40.

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Figure 21-40

The classic tween in the timeline

  • Motion tween: More advanced than a Classic tween. Symbols using this tween can transform and move along in a variety of ways across the stage. Motion tweens may have multiple keyframes within the motion that show up in the golden area. Refer to Figure 21-41.

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Figure 21-41

The Motion tween

You can also use advanced layer settings with a motion tween.
  • Shape tween: The morphing of a shape to another. A symbol cannot morph, but it can contain a shape tween. A orange bar with an arrow is used for this tween. While a symbol on a Motion tween can scale in size or rotate, its basic shape cannot alter as it does with a Shape tween. Refer to Figure 21-42.

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Figure 21-42

The Shape tween

  • Camera tween : A golden color and can contain the Motions tweens of zoom and moving left or right. Refer to Figure 21-43.

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Figure 21-43

The Camera tween

  • Armature tweens: They are green and contain the main points of movement, called poses. Refer to Figure 21-44.

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Figure 21-44

The Armature tween

  • 3D tween: This can only be used in ActionScript 3.0 FLA files. With a Motion tween it allows you to work with the 3D tools. Crosshairs appear when you select a keyframe and chose 3D Tween. You’ll look at 3D in Chapter 23 to morph your symbol in the Z-path. You can get out of a 3D tween by selecting the keyframe and unchecking 3D tween. Refer to Figure 21-45.

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Figure 21-45

Adding a 3D tween to the Motion tween

With any layer that contains a tween, you can right-click it and choose to remove.

Other Frame Types

The following are other frame types.
  • Audio frames : Show the audio previewed in the timeline with jagged lines representing the sound. Refer to Figure 21-46.

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Figure 21-46

The sound frame

The sound stops when it reaches the end of the frame in ActionScript 3.0 video; however, in HTML5 Canvas, it may continue to play beyond the frame.
  • Comment frames : Labeling frames that are blank frames keeps thoughts organized. For example, knowing which video, sound, or action is playing on the preceding frames. Also, you call a name rather than frame numbers when creating certain complex JavaScript actions on an HTML5 Canvas timeline. The comments can be added when a frame is selected, and then entered into the Frame Properties panel. Refer to Figure 21-47.

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Figure 21-47

Adding comments to blank frames to keep your video or animation organized

  • A little red flag appears when a frame is labeled as a name.

  • A green // is a comment

  • A yellow anchor is an anchor type.

Actions Panel

When a lower case “a” appears in a frame this indicates is there is an action on a frame it can be referenced in the Actions panel as seen in Figure 21-48.
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Figure 21-48

The Actions panel where you can add JavaScript

You don’t have to label frames or actions for simple animations; however, the Output panel may report a warning if you do not label frames in certain JavaScript code instances.

Further Information on Frames

Any frame when selected in its entirety can be moved by dragging when the cursor changes to a double-sided arrow to shrink or expand the frame.

Frames can be copied and pasted into other frames or another layer. Alternatively they can be reversed or removed when you choose an option by right-clicking a frame. Refer to Figure 21-49.
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Figure 21-49

Options from the Frames pop-up menu

They can also be cleared without deletion of the actual layer. You can access these options from either the pop-up menu when you right-click a point in the frame.

Depending on the type of keyframe or tween, different information appears in the Properties menu that you can edit, as you see next.

More Information About Shape Tweening

Unlike Classic and Motion tweens, a Shape tween cannot be made up of symbols. It can be made of primitives, drawing objects, shapes, and grouped shapes, which you saw in Chapter 19.

Sometimes the shape does not morph as you would expect, so to control a complex shape, you need to use your Properties panel as well as Shape hints (Modify ➤ Shape ➤ Add Shape Hint).

You can have up to 26 shape hints, which range from A to Z. They appear as little circles, as seen in Figure 21-50.
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Figure 21-50

Adding shape hints to a Shape tween

The following are some tips about shape hints:
  • Hints allow you to mark object points that you want to morph in a specific direction so that the shape tween does not appear as a tangled mess, and each transition remains smooth and recognizable.

  • To view them, when you return to the shape, choose View ➤ Show Shape Hints.

  • The hints must have a corresponding hint at the end of the tween.

  • Shape hints are yellow in a starting keyframe, green in an ending keyframe, and red when not on a curve.

  • For best results when tweening shapes, follow these guidelines: In complex shape tweening, create intermediate shapes and tween them instead of just defining a starting and ending shape. Shape tweening is a lot like using the blend tool in Illustrator CC, you can use this tool to create your transitory shapes and then break these symbols apart in animate to use as your transition shapes.

  • Make sure that shape hints are logical; for example, if you’re using three shape hints for a triangle, they must be in the same order on the original triangle and on the triangle shape to be tweened. The order cannot be ABC in the first keyframe and then ACB in the second.

  • Shape hints work best if you place them beginning at the top-left corner of the shape and move counterclockwise.

  • You can right-click a shape hint to remove it. Or choose Modify ➤ Shape ➤ Remove All Hints.

Easing for Classic, Shape, and Motion Tweens

For symbols and shapes to have realistic movements on the Timeline panel, you can use a type of timing known as easing. Easing can be applied to different types of tweens; however, the settings often appear different for each type in the Properties panel and Timeline panel. This next section shows how to locate and edit the easing for each type of tween.

Shape Tween Easing

You can create advanced tween movements in the Tweening tab in the Properties panel when a frame containing the Motion tween is selected. Refer to Figure 21-51.
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Figure 21-51

Properties panel for Shape tweening

  • Easing: You can choose all properties together or each property separately from the drop-down menu.

Ease in (–) or Ease out (+)?

Easing adds a gradual speed up or slow down to an animation’s beginning or end.

You can choose from several different preset eases. Then you must double-click in the middle box to apply it to your frame and Movie Clip symbol. Refer to Figure 21-52.
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Figure 21-52

Adding an ease to a shape

  • Classic ease: Allows you to set your own intensity, while ease in or out has other settings you can choose from when you double-click the options, as seen in Figure 21-52.

  • Custom ease: Clicking the Word or Pencil icons allows you to create, save, and apply your own custom ease. You can preview it with the Play and Stop buttons. Refer to Figure 21-53.
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    Figure 21-53

    Creating a custom ease

  • Blend: Set to distributive or angular using the drop-down menu in Figure 21-51.

Classic Tween Easing

Classic tweens have a similar layout to Shape tweens in the Properties menu; however, this time, you are working with a symbol and not a shape. Refer to Figure 21-54.
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Figure 21-54

Clasic tweening ease tween in the Properties panel

Remember Classic tweens need a guide layer and a guided layer, or they’ll just move in a straight direction. You are affecting the guided layer that the symbol is on.

As before with shape, you can choose all properties or each property separately. Each property separately allows you to add different easings to your symbol in the frames, such as the position, rotation, scale, color, and any filters that were applied. Refer to Figure 21-55.
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Figure 21-55

Tweening settings for the Classic tween in the Properties panel

You can also choose the direction of rotation auto (clockwise or counter-clockwise) and the number of times it rotates in the specified direction.
  • Snap: Snaps to guide

  • Orient to path: Path rotation

  • Color Along Path: Change color transformation as per path color

  • Scale Along Path: Change scale as per with of path

  • Sync: Sync Symbols

  • Scale: Scale shape

Motion and Camera Tween Easing

The Motion tween and Camera tween both involve motion and can have varying Motion tweens settings that appear in the Properties menu. Refer to Figure 21-56.
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Figure 21-56

Motion tween settings in the Propreties panel

They allow you to create complex tween movements very easily. Both of their Property panels are identical, since both involve the movement of symbols.

As before, you can set the ease in the Properties menu; however, to set a custom or preset ease you need to look in a different location in the timeline, which you will in a moment.

Like with the Classic tween you can set the times of the rotation and the direction clockwise and counter-clockwise, but you can also additionally rotate in degrees. You also can orient to Path and Sync graphic symbols in the Options tab.

To adjust the easing, double-click the frame of any of these tweens motion or camera (or right-click and choose Refine tween) and you will see within the layer added settings that you can manipulate to create custom easing and symbol movement. Refer to Figures 21-57 and 21-58.
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Figure 21-57

Adjust the easing of a Motion tween

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Figure 21-58

Adjust the easing of a Camera tween

The X and Y indicate where on the stage the symbol is moving. X controls the horizontal and Y the vertical movements. By moving the control or anchor points, you can change which frame the movements happen on, and isolate and keyframe movement you want to alter. To collapse the layer, double-click the frame or right-click and uncheck refine tween from the pop-up menu.

If you shrink or enlarge your symbol that can be controlled as well in the same manner in the Transform section. X controls the width and Y the height of the symbol. Refer to Figure 21-59.
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Figure 21-59

Control the movent and scale of a tween

You can also add additional points to the graph, trash/remove points, or expand the graph to view it better.

Clicking the Add Ease icon reveals many ease options to choose from, so make sure to experiment. Refer to Figure 21-60.
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Figure 21-60

Add other custom eases from the list

Clicking the triangles reveals more suboptions.

Remember that if you add an ease here, it may affect or reset the ease that was added in the Properties panel.

Zoom in by percentage if you need to adjust the easing and direction more accurately. Refer to Figure 21-61.
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Figure 21-61

Adjusting an ease

Motion Presets Panel

If you don’t like any of the motions of the symbols that you created on the stage, you can use the Motion Presets panel. You can use the choices that are provided by Animate CC (in the Default Presets folder), and then customize them to make your own custom presets. You can preview them in the Motion Presets panel. Refer to Figure 21-62.
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Figure 21-62

The Motion Presets panel

Select your symbol on the stage and click Apply in the panel. You will receive a warning that this will override the old motions. Click OK to override the old setting. To undo, you need to select Edit ➤ Undo right away to revert to your original settings.

Camera Tool

The Camera tool (C) in the Tools menu acts very much like a motion tween and most of the custom easing that you apply to a motion tween you can also apply to camera frames to simulate the movement of a real camera.

In this case, the main scene layer can remain stationary or contain movement while the camera moves.

The camera layer zooms in and out rotates or moves around the scene; each new movement is a keyframe. Refer to Figure 21-63.
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Figure 21-63

Camera tool and how it appears on the stage and in the Timeline panel

Note

You do not have to have all Advanced Layers on to use the Camera tool only the camera tool icon in the Timeline panel. If you discover your camera controller disappears, go to the Workspace tab and choose Reset Essentials. This should bring it back on screen when using the Camera tool, though you may have to rearrange your other tools again, as you did in Chapter 17.

You can use most of the camera modes) in HTML5 Canvas and WebGL. Except for the Color Effects tab, which you can currently only access in an ActionScript 3.0 file that you can use to create a video. With either format, you can access these effects while you are using the Camera tool from the Tools panel. Refer to Figure 21-64.
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Figure 21-64

Settings in the Properties menu) for the camera and new layer effects

Camera properties can adjust the position (panning), zoom, and rotation of the camera.

Color Effects are like the color effects for working on individual symbols; however, in this case, the tint effects the whole screen. Also in regards to color, it should be noted that in version CC 2019 in ActionScript 3.0 file you can now add layer color effects and filters to non-tween, shape and classic tween frames that can interact with your Camera layer. If this is an effect, you want for an HTML5 Canvas animation, test it an ActionScript 3.0 FLA file to see what it does try to export the frames as individual GIFs or JPEGs, and then add them as keyframes into your HTML5 Canvas file; otherwise, you may need to do this work in Photoshop CC.

Another alternative is to create a layer that is covered by a black, white, or colored square Movie Clip symbol. If you adjust the alpha of this symbol and add a Motion tween, you can give similar effects of fading in or out. Refer to the scene6_timeline_example.fla file, which could be converted to HTML5 Canvas, and the symbol scene fade-in layer Motion tween effect would work similar to a camera color) effects.

Bone Tools

Bone Tool and Armature Easing

You will look at some examples of Bone tool movement in Chapter 24; for now, just review the figures in the book so that you get a basic idea of the tool that uses what is known as IK, or inverse kinematics , where joints or bones are chained in a parent-child relationship and move along with the connected bone as a puppet or a marionette moves. Refer to Figure 21-65.
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Figure 21-65

The animation of the glass worker uses the Bone tool to move his body

This can be used to create natural movements for joints in the body. As you can see in Figure 21-66, when Bone tools are applied, a normal layer becomes an armature layer.
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Figure 21-66

The Bone and Armature tools

It is like a Motion tween in some ways, but there are distinct differences.

Bones can be two symbols that move on common joints. Refer to Figure 21-67.
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Figure 21-67

Adding of armature points to a figure

They can also be multiple joints added to a shape within a symbol.

Tip

If you go into a symbol (nested armature) to adjust the bones make sure that it is broken apart as a shape within the symbol before using the Bone tool. Animate does not like to have the tool applied to a grouped shape (fill and stroke grouped); in some instances, this slows down or crashes the program. Outside the symbol, it is OK to apply the armature, even if it has a stroke.

The Bone tool is probably one of the most complicated tools in Animate CC. It requires many hours of practice to master.

To create your bones or body parts, you need to design them in Illustrator CC. Refer to Figure 21-68.
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Figure 21-68

Parts of the body that I designed in Illustrator

At this point, you can in one of two ways export your shapes as symbols to Animate. Refer to Chapter 19 for more information on importing.
  • In Illustrator, save each shape by dragging it into the Symbols panel, but make sure they are on their own layer while on stage. Then in Animate, you can select File ➤ Import ➤ Import to library; then, they are in the Library panel ready for you to drag onto the stage.

  • Or select the shape in Illustrator and choose Edit ➤ Copy. In Animate, choose Edit ➤ Paste in Center and choose to paste as AI Importer preferences. Once the group or shape is on the stage, you can then convert to a movie clip or symbols and add it to the Library panel. Refer to Figure 21-69.
    ../images/466782_1_En_21_Chapter/466782_1_En_21_Fig69_HTML.jpg
    Figure 21-69

    Adding your shapes to the stage and then to the Library panel

Then when all the symbols are on the stage use the Bone tool to drag and connect your joints. All the joints are on the one armature layer and not separate layers. Once you have joined all the armature symbols, you cannot add or paste additional symbols to the armature layer. You must add the new symbol to a new layer, and then use the Bone tool to connect it to become part of the armature layer.

Joints can be modified with the Selection tool (V) and mouse drag Alt/Option or Ctrl keys and Modify ➤ Arrange to move the armature symbols forwards and backwards so they overlap correctly.

Moving around the bones can be done using the parent/child arrows in the Properties menu. Refer to Figure 21-70.
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Figure 21-70

Move around the bones using the Properties panel and the Tools panel to control the movement and placement of joints

Joint movement can also be constrained at each point (IK Bone) so that the movement is more realistic, such as the knee or arm joint only moving in one direction, or pinned to the stage to keep the bone from moving. The Free Transform tool (Q) allows you to adjust the location points of the IK bones on each shape when you select the point on the symbol.

Not all shapes have to have joints. You can create your own joints in a straight or single bone-shape, like an animal tail, a snake, or a flower stalk. Refer to Figure 21-71 and the flower_stock.fla and flower_stock.html files.
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Figure 21-71

The flower stock bends

On the timeline, you can copy and insert poses after keyframes are created when you right- click a frame. Refer to Figure 21-72.
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Figure 21-72

Copy and cut poses along the armature’s timeline

When you create a nested animation like the stock that contains the armature on a shape. The symbol on the stage will not animate when you scrub the keyframe across the timeline. It is unfortunate that you can’t preview nested animations to get the movements in sync. So, make sure that when you publish your HTML5 Canvas file or video the first time to observe where you may need to adjust the animation as I have done, so that each of my keyframes are in sync with the nested armature. Refer to Figure 21-73.
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Figure 21-73

The nested armature and armature on the main stage

You see more about exporting in Chapter 22.

The Bind Tool

By default, the control points of a shape are connected to the bone that is nearest to them. You can use the Bind tool (M) to edit the connections between individual bones and the shape control points. Refer to Figure 21-74.
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Figure 21-74

The Bind tool in the Tools panel can also be used with the armature layer in the Timeline panel

In this way, you can control how the stroke distorts when each bone moves for better results. This technique is useful when the stroke of a shape does not distort as you want when the armature moves, as you can see in the flower stock example.

The Spring and Damping easing in the Properties panel control how the bones will ease. Refer to Figure 21-75.
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Figure 21-75

The Bone tool options for easing in the Properties panel

The easing options can be accessed in the Type drop-down menu. They range from slow to fastest.

In the Options tab, you can control the armature style to be wire, solid (default), line, or none. Refer to Figure 21-76.
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Figure 21-76

Armature styles for bones

Unlike other motion layers, the armature layer does not allow you to control advanced settings when you double-click it. So, you must control the settings for each bone in the Properties panel for location, rotation, and translation.

How the bone bounces and wobbles is controlled in the Spring tab with the Strength and Damping options. Refer to Figure 21-77.
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Figure 21-77

Set the spring for each bone joint

For more information on working on the Bone tool, make sure to review Adobe Animate CC Classroom in a Book by Russell Chum and to visit https://helpx.adobe.com/animate/using/bone-tool-animation.html . You might also find the short article, “Mysteries of the Bone Tool” by Joseph Labrecque to be helpful (see https://theblog.adobe.com/mysteries-of-the-bone-tool/ ).

Frame Picker Panel

The Frame Picker panel only works with graphic symbols that have nested frames and no nested tween frames. You can add multiple keyframes to them. You can then choose the order you want the frames to play by using the Properties panel and the Frame picker panel. While the graphic symbol is selected in the main timeline. Movie Clip and Button Symbols will not work in the Frame Picker and you must set them to Graphic in the Library Panel for them to appear in the Frame Picker panel. Refer to Figure 21-78. A new feature which as been added along with the Frame Picker in CC 2019 is Lip Syncing now you can use graphic symbols to control mouth movement as well for specific frames if your video will contain audio.
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Figure 21-78

Using the frame picker and the graphic symbol, you can change the face reactions of your character if the graphic contains different keyframes, mouth movements can also be controlled with lip syncing

These are good for talking characters , where different frames switch during looping to create mouth movements for each syllable of a word.

Scene Panel

The Scene is grayed out if you create an HTML5 Canvas file. You will not have access to create multiple scenes, which are better suited to video. In this case, it is better to use an ActionScript 3.0 FLA to create your animation with scenes and export as a video, which you look at in Chapter 22. Refer to Figure 21-79.
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Figure 21-79

The Scene panel

Scenes basically are a new stage each time. A new scene is a blank stage each time; however, the items in the Library panel remain the same, so you can reuse symbols for new scenes.

Summary

In this chapter, you reviewed the Timeline panel and how layers and frames interact. You also looked at some of the tools (bone and camera) and related panels (frame picker and layer depth) that you can use to enhance your animation before it is exported. Remember, don’t expect to master the Bone tool and armature layer overnight; keep experimenting with it and learn how it operates.

In the next chapter, you are going to look at several options for exporting part or all of your animations and video.