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Part III: Animating with Flash > Animating Frame by Frame

Chapter 10. Animating Frame by Frame

by Robert Cleveland

In this chapter

Understanding the Timeline

The Basics of Animation

Previewing the Animation

Frame-by-Frame Animation

Working with Frame Rates

A Quick Look at Tweening

General Problems with Layouts

Troubleshooting Animation

Did You Know?

Animation is basically why you're here in the first place. I won't say it's all about animation, but certainly it's the first thing that catches your eye when you see Flash for the first time. And there's every reason to expect it's the first chapter people turn to in any book. Whether you go on to use the XML parser, program data-driven forms using ActionScript, or create printed storyboards with the drawing tools, animation still is the core focus for Flash developers and, you can argue, the most fun.

The very principle of Flash animation isn't too much more complex than Walt Disney's transparent cells used to project his first cartoons. Essentially, examining the timeline, you can make the analogy that each frame is its own transparent cell—or a stack of cells—that plays in the projector at some predetermined frame rate.

You can use that analogy to build your first animations, but rest easy, Flash is much more sophisticated than cartoon sketches from the late 1920s. Other tools that you'll begin to explore in this chapter, and review more carefully in the next, will give you opportunities that Walt Disney could only dream about 80 years ago.



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