Part III. Creating Animation and Effects
Now that you're comfortable with the Flash tools and making static graphic symbols and groups, it's time to move on to creating animated elements and dynamic effects. Chapter 10 introduces some of the fundamental production and planning issues that you need to consider when designing animated elements. Chapter 11 gives you all the information you need to start working with time-based content. Learn to create frame-by-frame and tweened animation (including the new Flash CS4 object-based motion tweens), and how to use Movie Clips to control display of content on multiple timelines. Meet the new Motion Editor and learn how to use it to edit property keyframes and custom easing curves. Chapter 12 is dedicated to introducing the creative possibilities of the filters and blend modes available in Flash CS4, as well as coverage of how to create mask and guide layers when you need them. If you are interested in character animation, Chapter 13 provides comprehensive coverage of character animation and the tricks that professional animators use to create engaging and optimized cartoons that can go beyond the Web. You will also get an introduction to the amazing new IK tools in Flash CS4 that bring the power of inverse kinematics to the Flash authoring environment for the ...
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