![]() |
|
![]() |
|
joesparks.com : MACR : Using FreeHand MX with Flash MX |
Joe
Sparks <joesparks@joesparks.com>
|
Using FreeHand MX with Flash MX
|
Chapter 2 - Creating Animation with FreeHand MX |
In this chapter, we'll examine a variety of ways to create Flash animation with FreeHand MX. First, we need to understand how FreeHand can move pages and layers into frames of animation. Next, we need to examine the blend tool in detail. From there, we will have the foundation necessary to fully understand and use the "Release to Layers" Xtra to create animation inside FreeHand MX. 2A. Creating Frames of Animation from FreeHand Pages
|
2A. Creating Animation from FreeHand
Pages 2A.1 New Document |
|
|
2A.1 Create the first page or frame of animation. |
|
|
2A.2 Duplicate the first page
(or create a second page) |
|
|
Two frames are all we need for an animation, but I want to create a few more.. 2A.3 Create more pages to serve as frames of animation
(optional) |
|
|
![]() Image A.3b |
2A.4 Check the Movie Settings |
|
|
Movie Settings for this piece: I want a single movie here, not multiple movies, so I chose Single on the Movie toggle. For Layers, choose Flatten, because we are only animating page by page (we'll cover layers next). For the Page Range, I'm picking All, but sometimes you will need to isolate a range of page to export. Use the From/To area to type a start and end page for your animation. Frame Rate: I want the animation to move a little slower than the default 15 frames per second, so I set this to 6. Autoplay toggle: is OFF because I want to add my own play button later. Click OK on the Movie Settings dialog. (Save your FreeHand file. ) |
2A.5 Export a Flash (SWF) file
to view the animation. |
Flash Demo A5- Frame by frame
animation, using FreeHand pages as frames. Download Source FreeHand MX file: Face_FrameByFrame_w3d.zip Download SWF file: Face_FrameByFrame_w3d-swf.zip |
A few more notes about this sample animation: The file size is about 125k. I could have made this so much smaller if I had made the face and hair a SYMBOL. As it is, each page requires a duplicate of those graphics. The file size is also larger because I used some rendering effects on a few pages (glow on the eyes) . This causes FreeHand to render some parts of my animation as bitmaps. The play button her, was added in the way we added buttons to the logo browser in Chapter one. As you can see below, the Flash Action attached to the button is simply "play:" |
|
|
2B. Creating Animation from FreeHand Layers The next way to build up frames of animation is through Layers. This is almost as simple as animating with pages and has some nice visual advantages for certain jobs. Here's a quick step-by-step demo of one way to do a simple animation using layers. Let's start a new document again... 2B.1. Start a new doc: |
|
|
2B.2. Put something in the foreground layer.. |
|
|
2B.3. Duplicate the Foreground layer.. |
|
|
2B.4. Move objects in our new
layer. If you
have your FreeHand preferences set to "move selected objects by
clicking on
layer"
then you
must be careful
to deselect
objects
before
you click on a layer name in the Layers panel. |
|
|
2B.5. Repeat until Satisfied. It is a very good idea to rename the layers as you add them, for clarity. |
|
Note: Beware accidental moving of objects
into different layers. If you have turned on the option in FreeHand Preferences
> Panels called: "Clicking
on layer names moves selected objects," then
you must be careful to deselect objects before you click on a layer name
in the Layers panel. Otherwise, whatever is selected will be automatically
moved into a the layer you click on. |
2B.6. Check the Movie Settings |
|
|
2B.7. Export a Flash (SWF) file
to view the animation. |
Flash Demo B7- Frame by frame animation, using FreeHand LAYERS as frames.
Download Source FreeHand MX file: LayersAnim_w3d.zip Download SWF file: LayersAnim_w3d-swf.zip |
2B.8. Adding a still background
to the animation |
|
|
2B.9. Adding a still background
to the animation |
Flash Demo B9- Adding a background to previous example (B7)
Download Source FreeHand MX file: LayersAnim_w3e.zip Download SWF file: LayersAnim_w3e-swf.zip |
2C - Using the Blend tool You now know the fundamental basics of how FreeHand transforms pages and layers into frames of animation. So far, we have been dealing with hand-drawn frame-by-frame animation- the kind of animation where you draw and modify each frame, one at a time. Now, we are moving on to a more automated way of generating frames of animation. If you followed through on the previous projects, you may have noticed how difficult it is to create smooth animation by hand. This section will show you how to create very smooth transitional art for animation, and FreeHand does most of the hard work for you! The Blend Tool is at the center of FreeHand's ability to generate new artwork and animation. Before we can begin to animate with the Blend tool, we must first know the basics of how it works. 2C.1. - Using the Blend tool to Create Blend Objects 2C.1.1 - Create two shapes in a new FreeHand document. |
|
|
2C.1.2 - Click
on the blend tool, and drag a line between the start shape and the
end shape. |
|
|
2C.1.3 - Modify the blend with
the Object Panel. |
|
|
2C.1.4 - Modify the start & end
shapes. |
|
|
You can do much more than change the colors, you can also move the shapes around, add special effects, scale them, and transform them almost any way. The blend will automatically update to reflect your edits. 2C.2. - Blend Objects with more than 1 shape Next, we explore other ways to create more sophisticated Blend objects 2C.2.1 - Create four different shapes. |
|
|
2C.2.2 - Select shapes and choose
Modify > Combine > Blend |
|
|
Here is the result of this multi-object
blend: |
|
|
Let's practice editing the Blend object in a variety of ways. Begin by selecting the
key shapes with subselection tool, and editing them with ordinary FreeHand
editing
on
the shapes.
Below, I have moved shapes around and modified
the vectors
in a variety of ways. I also changed the number of steps in the Blend
object to 10: |
|
|
2C.3 - Attaching a Blend object to a vector path 2C.3.1. Create a Blend Object 2C.3.2. Create a vector path (it can be an open line/curve or closed shape or path) 2C.3.3 Select both the path and the Blend object 2C.3.4 Choose the menu item Modify > Combine > Join Blend To Path |
|
|
That was easy! Here is the result: |
|
|
One more Blend Object trick: Blending
Live Effects! Check it out: |
|
|
In the above example, I am blending more than just the stroke and fill. I applied 1 vector live effect (bend) and one raster live effect (glow) to the key shapes. The effect is pumped up on the start shapes, and then brought down to very little at the end shapes. FreeHand scales these effects properly throughout the blend! The only catch is, the order and type of effects need to match up from one shape to the next. Note: Live "Raster" Effects will result in BITMAPS instead of vectors. This can make your Flash animation drastically larger in file size. These should be used sparingly for web work. There's much more that you can do with FreeHand blending, but this is a nice introduction to the concept and usage. Now it is time to put our blend objects to work– cranking out frames of animation. 2D. Animating with "Release to Layers" Xtra The "Release to Layers" Xtra can take a grouped object (like a blend object), break it down, and scatter the parts across the layers on a page. It can generate new layers, or use existing layers. By now, you should know that FreeHand can turn layers into frames of animation. And there you have it. This is how we animate our Blend objects. The command at hand is found on the menu at Xtras > Animate > Release To Layers. Let's try it! 2D.1 Release To Layers: " Sequence Style" >>You can follow along by downloading this FreeHand MX Document: AnimR2L_1_w1.zip For this example, we'll pick up where we left off with our last Blend
objects from the previous section. Here's
the
FreeHand
document,
with the
Layers
panel
showing: |
|
|
TIP: Before we begin, SAVE the FreeHand document with your blend objects intact. You could also duplicate the page with your Blend objects on it, for handy retrieval while working. the Release to Layers Xtra will break up Blend objects, in other words, destroy them. Keep a back up around, because you will likely need to re edit them many times before you are satisfied with your animation. 2D.1.1. - Select Blend Objects
and chose "Release to Layers" |
|
|
2D.1.2. - Choose "Sequence" from
the Animate pop up menu and click OK. |
|
|
2D.1.3. - Open Window > Movie > Settings and select Animate: Layers |
|
|
2D.1.4. - View the movie (export
SWF or do Windows > Movie > Test) |
Flash Demo D.1.4
|
Okay, that's not the most effective animation in the world. Let's work on it a bit more.. 2D.1.5. - Revert to your last saved document, or, undo until you get your blend objects back. 2D.1.6 - Increase the steps for each blend object to 21 (or higher). TIP: if the redraw is getting you down, toggle the layer with your blend
objects to draw in outline mode: |
|
|
2D.1.7 - Let's rearrange the
position and scale of our key shapes. |
|
|
2D.1.8 - Repeat steps 1.1 through
1.4 for this one (release to layers .. export a movie) |
Flash Demo 2D.1.8
Download Source FreeHand MX file: AnimR2L_1_w4b.zip
|
I think I like that one much better.
|
Flash Demo 2D.2 - Each of the Release to Layers options
Download Source FreeHand MX file: Each_R2L_method_w2.zip
|
To create the above demo in FreeHand,
I used the "Use Existing Layers" setting on the Release-To-Layers dialog. I
need this, because I wanted all of my animations to play at the same
time. The first "Release" was a sequence release. That created all of
the layers I needed. As I went on to do the Build, Drop, and Trail releases,
I checked off "Use Existing Layers," so these additional Blends
would insert themselves into the layers created by the first release: |
|
|
2D.2 Animating Text with Release to Layers So far, we've used the Release to Layers command works on Blend objects. The same process work on groups, text blocks, or objects attached to a path as well, and in exactly the same way. Let's make a simple text block animation: 2D.2.1. - Create & select a Text object: |
|
|
2D.2.2. - Choose menu Xtras >
Animate > "Release
to Layers" |
Flash Demo 2D.2.2- Each of the Release to Layers options with Text Block
Download Source FreeHand MX files + SWF: TextAnim1_source.zip
|
The above process, which we have used on Blend objects and text, works just as well for groups and objects on a path. Let's do a more involved animation that is based on a group. 2D.3 - Logomation Project First we need a logo. Here's a quick recipe for creating a logo. 2D.3.1. - Create Logo |
|
|
|
Notice that I have used the fish-eye tool, located right on the Tool Bar. This little wonder allows you to do some very smooth distortion. I made an extra large fish-eye circle around the logo, leaving it near the upper left of the area of distortion. This resulted in an off-center, pleasing bend/warp effect. 2D.3.2. - Break up logo into component shapes |
|
|
|
Notice that I have used the fish-eye tool, located right on the Tool Bar. This little wonder allows you to do some very smooth distortion. I made an extra large fish-eye circle around the logo, leaving it near the upper left of the area of distortion. This resulted in an off-center, pleasing bend/warp effect. 2D.3.3. - Regroup
the Shapes (however you want) 2D.3.4 - Release To Layers > Build Animation |
Flash Demo 2D.3.4- Logomation Varieties of Grouping with R to L
Download Source FreeHand MX files + SWF: logomation1_source.zip
|
|
|
Next: Chapter 3 - FreeHand & Flash Integration and Workflow |
http://joesparks.com