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Lesson 3. Reversing Animations > Animating a Graphic Image

Animating a Graphic Image

Your next task will be to animate the TajText image you imported at the beginning of this lesson. The movie already contains an animation of the TajMist graphical image moving onto the stage from top to bottom; to accompany this, you will create an animation of the TajText image that moves onto the stage from left to right.

Drag cast member 3, TajText to frame 20, channel 3, in the score.

You will start the TajText image at the same time in the movie that the TajMist image enters the stage.

Figure .

Notice that the ink for the sprite is Copy, but no white bounding box surrounds the sprite on the stage. This is because the TajText image was created with a black background, so it blends right in with the black background you assigned to the stage at the beginning of this lesson.

Click the start frame of the TajText sprite; then drag the sprite on the stage to the left edge where the animation will begin. Remember that you can use the scroll bars to place the sprite completely off of the visible area of the stage.

Figure .

Click frame 40, channel 3, to select this frame of the sprite. Then choose Insert > Keyframe (Windows Ctrl+Alt+K, Macintosh Command+Option+K).

Looking at the score, you can see that the sprite in channel 2 has a keyframe in frame 40, too. In this frame, the TajMist image arrives at the end of its animation path from the top of the stage. Now you will move the TajText image to the end of its animation path in the same keyframe.

Figure .

Hold down the Shift key and drag the TajText sprite on the stage to its end position.

Place the TajText image in a position that will be pleasing to the eye as both images arrive at the end of their animations on the stage.

Figure .

Drag the TajText sprite's end frame to frame 55.

As you drag the end frame, the Score window scrolls to show you more frames. This allows you to drag the end frame to frame 55 even if you couldn't see frame 55 when you began.

By dragging the end frame, you also advanced the keyframe you just inserted. Whenever you extend a sprite, the keyframes you inserted in the sprite retain their positions relative to the entire sprite. For instance, if you insert a keyframe at the halfway point of a sprite, the keyframe will continue to appear at the halfway point no matter how many frames you extend or shorten the sprite. You don't want the keyframe to move, so in the next step you'll move it back to the same frame in which a keyframe appears in the TajMist sprite.

Figure .

Drag the keyframe in TajText back to frame 40, channel 3.

With this operation, the keyframes for the TajMist and TajText images are synchronized again. Note that moving a keyframe within a sprite doesn't affect the positions of the sprite's start and end frames.

Figure .

Rewind and play the movie.

As you watch the movie, you see the TajMist and TajText images move onto the screen and remain in their end positions until frame 55; then they disappear. The animations for these two sprites are identical in the number of frames in which they occur. The only difference is that TajMist moves onto the stage from the top of the screen, and the TajText sprite you animated moves onto the stage from the left. Having these animations occur at the same time creates a connection between the two of them that you want your audience to notice. To add some more interest to this segment of the movie, you'll now reverse the animations.



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