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04 If any layer
is saved as hidden in
Illustrator, or falls
outside the artboard
bounding box, by
default Flash will not
import them. You can
choose to select
these hidden layers
by checking the
respective boxes.
Make sure the ‘Convert
Layers To’ dropdown
menu is set to Flash
Layers, uncheck
everything else, and
click OK.
03 Create a graphics symbol called ‘skullman’, into which you’ll import directly.
The easiest way to create a symbol is to draw a blob-shape, select it, and go to Modify>
Convert To Symbol. Now click File>Import>Import To Stage, and select skullman.ai. The
Import dialog box shows a list of all the layers in the Illustrator file, with a tick next to
the layers that will be imported.
06 You’re now ready to convert the body parts into graphics symbols. Remember, it’s important to
always use graphics symbols in animation. Essentially you will be repeating the same process with each body
part, and the simplest to start with is the body itself. Click on the body group, and convert it into a graphics
symbol called ‘body’. Now hide all the layers except the body and the left arm, by checking them beneath the
eye icon at the top-left-hand side on the timeline.
08 Now return to your working file and add some more keyframes to the timeline. Select frame 100
across all the layers, and go to Insert>Timeline>Frame. The left arm is a simple animation of three frames and
you want to put each of these frames in sequence. The easiest way to do this is to select the first three frames
on the timeline in the left arm layer, and convert them to keyframes by pressing F6.
09 You now have three keyframes, each with all three arms. Delete two arms
from each keyframe so the first frame has the straight arm, the second frame the
curved arm, and the third frame the bent arm. Turn on Onion Skinning (the icon at the
Which symbol to use bottom-right of the timeline), and ensure you can see all three arms by dragging the
When animating, always use graphics symbols. These enable you to view all the animation that’s happening within onion skin selection area at the top of the timeline (the grey area with two little circles).
that symbol. You can also choose whether to have the symbol play once, loop or hold on a single frame by selecting the symbol
Line up the arms so the top of the shoulder connects with the body for each frame.
on the stage, and choosing from the dropdown menu options in the Properties window.
10 You now want to convert this into a graphics symbol. Select the three
frames on the timeline, and Ctrl/Right-click and select Copy Frames. Create a new
layer also called ‘left arm’, and create a new symbol called ‘left arm’ (by drawing a blob 11 Delete the old left arm layer, and repeat this process for the right arm and left hand. The head is
again, and pressing F8). Select it and double-click to edit the left arm symbol, and slightly more complicated and will involve placing string symbols within symbols. The head is essentially
then Ctrl/Right-click and paste the frames onto the timeline within the symbol. Exit composed of seven separate elements: the skull, sockets, pupils, blink, top jaw, bottom jaw and brows, as
left arm, and use the Outline mode to line it up with the old left arm layer below. illustrated in the head.ai file.
12 There are different ways to do this stage, but it might be easier to work from
the head.ai file, as the different head positions are already lined up. Delete the existing
heads layer in the skullman symbol, and create a new layer, ‘head’. Now create a
symbol also called ‘head’, and import layers head 1, head 2, head 3 and head 4 (but not
‘elements’) from heads.ai – but this time import them as keyframes (select Keyframes
from the Convert Layers To dropdown menu in the Import window).
Using shape tweens to create inbetweens 13 You should now have a four-frame head string. Break the groups (Ctrl/Cmnd+B) on each of these
This project focuses on the use of motion tweens, but what about shape tweens? layers, and start to separate out the head elements onto different layers. You should have a layer each for the
Shape tweens are difficult to use well, but allow one shape to change into another without the
brows, lower jaw, upper jaw and so on.
need to redraw it. In my example file, I’ve used shape tweens to go between the two brow shapes
on the brows layer. Double-click the symbol Brows Copy to study the effect.
14 Now create symbols and strings for the head parts in the same way as you
did for the body parts. Some of these are the same for each frame, such as the pupils 15 You can now start animating. To see what’s possible, open up animated_skullman.fla. The easiest
and eye sockets. The skull layer has two different shapes for the happy and sad way to make a character appear alive is to create blinks and eye movement. By separating the pupils onto
expressions, and likewise with the lower jaw. There are three different frames for the different layers and animating them with motion tweens (Ctrl/Right-click>Create Motion Tween) the eyes
brows and upper jaw. See my example in the strings.fla file for guidance. appear to look around. Using my file as reference, animate the eyes and blinks.
16 Likewise, the character can appear to talk by moving the jaw symbols.
Create a rotation hinge about the top-left-hand corner of the lower jaw symbol by
selecting Symbol>Modify>Transform>Free Transform, and moving the white dot to 17 By motion-tweening the other face symbols (brows, upper jaw) and changing the frame number, a
the top-left-hand corner. Now motion-tween between an open-mouth position and host of expressions can be achieved without the hassle of redrawing. If you look at frame 105 in my example,
closed-mouth, once again using my file as reference if need be. it’s even possible to create the illusion of the head turning.
Bugs in Flash
Unfortunately, Flash is buggy. If you’re eagle-eyed you might be confused as to why I
split the top teeth layer in two at frame 80 in the head symbol, in animated_skullman.fla. This is
because dragging these frames onto the same layer no longer enables you to specify the correct
frame number for the jaw top symbol at frame 80. There’s no reason for this – it’s just a bug – and
one that can be simply fixed by separating the layers out.
18 Now return to the top level within the skullman symbol, and apply the same
principle to animating the body. To create the walk cycle, I simply positioned the feet 19 Finally, import a background from the background.ai file to put the character into an environment,
and legs I had drawn out in sequence, and moved the body and head accordingly. and add simple shadows. For this, create a circle filled with a dark red colour from the background, and
Creating walk cycles requires a tutorial in its own right, but once again you can refer reduce the opacity to about 30%. Convert the shadow to a symbol, and animate it with motion tweens to
to my example for reference. follow the skullman character around. Now you’re ready to animate your own characters – have fun!