| In the previous tutorial, we discussed how animations are made up of sequential frames running along the FlashR Timeline. When planning the individual images that will be placed on these frames and their sequence, we need to consider the complexity of animation you wish to create.|
The most basic animation to create in Flash is to move a stationary (static) object across the stage. The object itself, for example a bird, is not really moving, it is the change in its position on the stage that creates the animation. For this type of animation, you will need only one image of the object. For each frame along the Flash Timeline, you will change the X and Y positions as you move that image just a little closer to its destination. When the playhead moves over the timeline, the bird will move.
The next type of animation is created by changing the size, scale, appearance or position of one or more parts of an object, while the rest of the object remains static. For our bird example, we need to consider what movement you see when a bird flies. The most obvious movement is in the wings which move up and down.
To create a bird-in-flight animation, you will want to create three parts to your bird, the body and both wings. You will either draw these parts directly on the stage with the Flash drawing tools or draw them in a graphics program such as PhotoshopR and import them into Flash. Regardless of the method, we will place each individual part of the bird on its own layer on the Flash Timeline.
At this point, we have the bird on the stage flapping its wings but he really isn't going anywhere because his remains in the same position on the stage. Our next step will be to add a simple animation that will move the bird across the stage.
As you would expect, you can create very complex animations in Flash basically by combining many simple and limited animations, ActionScript, sound, filters, masks and more into one main animation.
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