Flash Animation
The head animation is our most frequently encountered topic, here includes each kind of expression, the speech and so on. In general, the head is used as a single s, that is, to make all the heads needed in the entire film, and then to connect with the other made body, combined into a complete body. It can be said that the combination of the head embodies the full use of Flash animation features symbol.
We analyze that the ears and nose are motionless in the facial features. So we can make it with a "bald head". First build a 3-frame s, according to the styling principle, is an egg-shaped, with ears and nose, named "head_00", see Figure 5.1.1-1.
Figure 5.1.1-1 Heads
These 3 frames represent 3 different angles, respectively. If only 3 frames to represent the various angles is too shabby, we in the 1th, 2 frames and 2nd, 3 and then insert a KF, open the "Onion Skin" function, according to the shape of 2 frames before inserting 2 frames. In this way, the entire formation of 5 KF, see Figure 5.1.1-2.
Figure 5.1.1-2 Heads
In this way, it can be used as the basis of the head, all angles are available (the other side, can be "modify/transform/flip horizontal"). Below we will refine it, including color, shadow, local optimization, and so on processing. See Figure 5.1.1-3.
Figure 5.1.1-3 Heads
Now let's make the eyes. After our analysis, 3 eyes are enough. One is normal, one is wide open after shock, and one is narrowed when laughing. We draw these 3 types of eyes into 3 frames of the same s. We'll name it eye_01. See Figure 5.1.1-4.
Figure 5.1.1-4 Eyes
Then create a named Eye_02 S, which is a separate eye (see fig. 5.1.1-5), which is needed in the head of the combined side.
Figure 5.1.1-5 alone eyes
The mouth makes several different s depending on the need. Includes a talking s (6 frames, 3 of which are KF), a small-shrunk s when frightened, an s when laughing, see figure 5.1.1-6.
Figure 5.1.1-6 Mouth
Now, we can use these "materials" to form a variety of head shapes.
Now suppose there are 4 requirements: Positive speech, surprise, laughter and a complete 360-degree turn. Let's explain the method of production.
Create a new S, named Face_01. The head_00 is introduced, and the location coordinates x=0.y=0,instance attributes are as follows: Graphic/single frame/first=1, see figure 5.1.1-7;
Figure 5.1.1-7 Heads
Add a layer, will eye_01 introduced, arranged to the appropriate location, instance attributes are as follows: Graphic/single frame/first=1, see figure 5.1.1-8;
Figure 5.1.1-8 Plus eyes
Adding a layer, introducing the m_01 into the appropriate position, adding the entire s frame number to the 6,instance attribute as follows: Graphic/loop/first=1, see figure 5.1.1-9;
Figure 5.1.1-9 Plus Mouth
So far the basic completion of the topic of speaking, as if there are shortcomings what? It's eyebrows, it's small, but it's very expressive. We will add a layer of special eyebrows, see figure 5.1.1-10. Here we add two "exultant" eyebrows.
Figure 5.1.1-10 Finally add eyebrows
In this way, a talking loop is done.
Press Ctrl+l to open the library, choose Face_01, right click, choose Duplicate, name face_02. Open the face_02, reduce the number of frames to 1, and lock the lower layer on the timeline. Point Eye S, change the instance parameter in the property panel, set the value to 2, see figure 5.1.1-11;
Figure 5.1.1-11 's surprised eyes
Point the mouth of S, in the property panel of the instance bar in the midpoint of the Swap button, in the appearance of the S list double-click M_02, see Figure 5.1.1-12;
Figure 5.1.1-12 surprised at the mouth
Revise the eyebrows: can do exaggerated, fly out of the face, see figure 5.1.1-13.
Figure 5.1.1-13 's surprised eyebrows
Select Face_02 in the library, right click, choose Duplicate, name face_03. Open the face_03 and lock the lower layer on the timeline. Point Eye S, in the property panel change: Instance parameter, set the value of the 3, see figure 5.1.1-14;
Figure 5.1.1-14 smiles in the eyes
Point the mouth of S, in the property panel of the instance bar in the midpoint of the Swap button, in the appearance of the S list double-click M_03, see Figure 5.1.1-15;
Figure 5.1.1-15 Smile of the mouth
Revise the eyebrows, with the expression of laughter, see figure 5.1.1-16.
Figure 5.1.1-16 Smile Eyebrows
Press CTRL+F8, the new one named Face_04-0, will be introduced face_01, positioning coordinates x=0.y=0,instance attributes are as follows: Graphic/single frame/first=1, see figure 5.1.1-17;
Figure 5.1.1-17 Heads
According to F7, add 1 blank frames, introduce head_00 on this blank frame, locate coordinate x=0,y=0,instance attribute as follows: Graphic/play once/first=2, increase the total frame number to 5, see figure 5.1.1-18;
Figure 5.1.1-18 Head
Add a layer, 2nd, 3, 4 frame for KF, in the 2nd frame introduced eye_01, adjust to the appropriate position, instance attributes are as follows: Graphic/single frame/first=1, see figure 5.1.1-19;
Figure 5.1.1-19 Plus eyes
In the 3rd frame introduced eye_02, adjust to the appropriate position, instance properties are as follows: Graphic/single frame/first=1, see figure 5.1.1-20, see figure 5.1.1-20;
Figure 5.1.1-20 Plus eyes
Add a layer, 2nd, 3, 4 frames for KF, in the 2nd frame and 3rd frame to make a picture of eyebrows and mouth (see figure 5.1.1-21 and Figure 5.1.1-22);
Figure 5.1.1-21 with eyebrows and mouth
Figure 5.1.1-22 with eyebrows and mouth
Press CTRL+F8, the new one named Face_04, will be introduced face_04-0, positioning coordinates x=0,y=0,instance attributes are as follows: Graphic/single frame/first=1, see figure 5.1.1-23;
Figure 5.1.1-23 Heads
Increase the entire number of frames to 10, where the 3rd, 5, 7, 9 frames are set to KF, and in these frames, the parameters of the instance are adjusted to 2, 3, 4, and 5 respectively. Continue to increase the total frame count to 20, in the 11th frame press F6 for KF, click Instance, press Modify/transform/flip horizontal to flip it mirror (see figure 5.1.1-24).
Figure 5.1.1-24 Flip Head
The 13th, 15, 17, and 19 frames are set to KF, in which the parameters of the instance are adjusted to 4, 3, 2, and 1 respectively. In this way, we are combined into a 360-degree rotation of the action. See Figure 5.1.1-25.
Figure 5.1.1-25 360 degree rotation
For more information, see written by BBQI, machinery Industry Press, "Bbqi teach you to do Flash animation"