This example uses the new "skeleton Tool" in Flash CS4 to create a reverse motion that can produce complex and natural animations in a short time, which is ideal for use in shadow animation.
This case thinking
Import the footage, and then divide the elements of the graphic into pieces.
Use "Skeleton tools" to add good bones to the elderly, and then make walking animations for the elderly.
Use the Skeleton tool to add a good skeleton to your puppy, and then make a jump animation for the puppy.
Part 1 split Graphics
(1) Press Ctrl+r key combination to import material/shadow puppet. ai files, as shown in Figure 6-1.
Figure 6-1 Importing footage
(2) Convert the limbs of the old person into film clips, because the role of shadow play is to do only plane movement, and then simplify the role of the joints to 10 paragraphs 6 connection points, as shown in Figure 6-2.
Figure 6-2 Connection Points
(3) Cut the parts of the person by the connection point, and then each part is converted to a movie clip, as shown in Figure 6-3.
Fig. 6-3 Cutting Material
(4) Place the movie clips in each section, select all components, and then convert them to movie clips (the name "Old Man"), as shown in Figure 6-4.
Part 2 making old man walking animation
(1) Click the Skeleton Tool button in the Toolbox, and then create a good skeleton on your left hand, as shown in Figure 6-5.
Figure 6-5 Creating left-handed bones
Tip tips:
When using the Skeleton tool to connect two axis points, be aware of the active part of the joint, and adjust it with the selection tool and CTRL key.
(2) Use the same method to create the bones of the head, body, left hand, right hand, left foot and right foot, as shown in Figure 6-6.
Figure 6-6 Creating other skeletons
(3) The character's walking animation is done with 35 frames, so insert the frame at frame 35th of each layer, as shown in Figure 6-7.
Figure 6-7 Inserting frames
(4) Adjust the actions on frames 10th, 18 and 27th, make the characters walk in situ, and create a traditional motion tween that "burdens" the ups and downs of walking, as shown in Figure 6-8.
Fig. 6-8 Adjusting The Walking action
(5) Return to the main scene, and then create a motion tween for the old man movie clip to move it forward a distance, as shown in Figure 6-9.
Figure 6-9 Creating a motion tween
(6) Press the Ctrl+enter key combination to publish the animation, the effect is shown in Figure 6-10.
Figure 6-10 Walking Animation
Part 3 making puppy jumping animation
(1) Use "skeleton tool" for puppy to add skeleton, puppy skeleton and old man's skeleton is different, puppy only use a skeleton, as shown in Figure 6-11.
Figure 6-11 Creating a skeleton
Tip tips:
The puppy's right foot and right hind foot are on the back of the body, is blocked by the body, so can not directly associated with the object, as shown in Figure 6-180, you can pull the right foot out of the associated skeleton, and then hold down the CTRL key while using the "selection tool" to put it back to the original, as shown in Figure 6-13.
Figure 6-12 prohibiting associated objects
Figure 6-13 Associating an adjustment object
(2) Adjust the various postures of puppy jumping, as shown in Figure 6-14.
Figure 6-14 Adjusting the jump posture
(3) Press the Ctrl+enter key combination to publish the animation, the effect is shown in Figure 6-15.
Figure 6-15 Jump Animation
(4) Return to the main scene and add a motion tween for the puppy, as shown in Figure 6-16.
Figure 6-16 Creating a motion tween
(5) Press Ctrl+enter key combination to publish the animation.