Animation: Fully Recorded: What are babies made of?
Animation, Fully Recorded: Animation “What are babies made of?”
Here is the whole animation process, step-by-step.
On the MAIN TIMELINE, place the elements on layers- timed to the project you are creating. Each element (character or object) should be turned into a SYMBOL. In the SYMBOL, that is where you will set the character up in layers to illustrate and/or animate.
The facial features are animated …
The eyes are worked on to blink or react to an action.
Place the pivot points where they would match the joints on the body (ie: elbow, knee, neck area for the head).
Move the character by creating a keyframe on the layers. You can select down the layers, right-click, and then choose to CREATE KEYFRAMES.
In Flash (or other animation programs that work in the same way), think of the animation as layers of animations.
THE SCENE (MAIN TIMELINE)
This is where you organize the timing of the whole animation. And calculate the length of the frames; that is the length of how long the symbols are animated.
Scenes can be named and organized and rearranged as well.
SYMBOL (MOVIE CLIP OR GRAPHIC)
Double-click an object that has been turned into a symbol, and you will “go into” the animation area for the symbol. You can name the symbol as the character or objects name.
When you click on the SCENE icon (seen in the picture above), you will be on the SCENE/MAIN TIMELINE.
If the image is a movie clip, you will not see the animation play if you scroll on the timeline. If the image is a GRAPHIC, you will see the animation as you scroll through the timeline.
Another difference between a MOVIE CLIP and GRAPHIC, is that a MOVIE CLIP can be edited in the filter panel, but the GRAPHIC images cannot be.
SYMBOLS CONTINUED …
In a symbol, you can create a layer and movie clip, and that will automatically make the image into another symbol.
This becomes a handy tool in the example below …
The character/SYMBOL is on the SCENE/TIMELINE, click on the character/SYMBOL and animate the characters head moving. Then, with the head being now as a SYMBOL, double-click the head to then make the face and eyes move.
Another example would be …
On the Scene, a bird is moving up and down. The bird is a symbol, and if you click on the bird, you can then work on the bird’s actions in flight. Double-click on the bird’s head to make the bird blink.
Now, on the SCENE/MAIN TIMELINE, the bird will blink, fly, and move up and down.
In the below animation work, you can see the baby moves, the arms are animated, and the arm symbol is animated with a hand making a grabbing motion.
Now the girl is worked on … holding the bear.
Sucking on her pacifier …
Animated leaning in, holding her bear …
The bear is taken by the boy and the bears head pops off.
Making the head fall …
He grabs and holds the bear.
The next part of building the animation, I have the girl react to the boy taking her toy.
Her arms move to reach out for the bear.
I created another image of her face crying.
She is being animated to have her tantrum … moving her head, arms, feet, and the body rocks.
The feet were moved up and down, in a kicking motion.
Here the animation is being worked on to create the transition between the two characters – switching possession of the bear.
He is animated to squeeze and rock back and forth.
A GUIDE LAYER was made to have the bear’s head pop off and fall in a smooth direction and pace.
He reacts with another image of a crying face.
Click on COMMAND+ENTER to view the animation.
A crying animated loop was made.
The crying animation for her was copied and pasted into the animation of the boy crying.
The animation was tweaked, reviewed and tested until I was happy with the project.
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