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Flash CS3 Professional: Flash Animation

Indian : Rs.3068
International : $47
INTRODUCTION
Go beyond the basics with this in-depth look into timeline animation in Flash CS3. With your host John Ulliman, you’ll learn how to create nested MovieClip animations, techniques for setting up and controlling a Shape Tween, how to build and control your characters including facial animation and walk cycles, and how to apply animation practices to your characters.
OBJECTIVE
With Flash CS3 Professional: Flash Animation, you’ll explore features and settings in the Flash toolkit and discover all the different ways you can animate using the timeline.
Highlights
  • Go beyond the basics of Shape and Motion Tweens taking a look at all the properties of both.
  • Discover how to nest your animations using multiple timelines for more advanced movement and control.
  • Understand Easing controls – from the basic easing to the advanced custom easing feature.
  • Learn how to apply traditional animation techniques like squash and stretch or anticipation to your characters.
  • Build your own characters and set up advanced animations like walk cycles and lip sync.
CONTENT
DISC I – Flash Animation Fundamentals

Chapter I: ANIMATION BASICS (44 min)
  • Exploring Icon Panel Mode
  • Exploring the Properties Panel
  • Using the Timeline
  • Working with Keyframes
  • Using Guides
  • Exploring the Rules of Motion Tweens
  • Working with Motion Tweens
  • Adding Depth to an Animation
  • Adding an Alpha Channel to a Symbol
  • Dividing a Tween into Multiple Tweens

Chapter II: CREATING SHAPE TWEENS (33 min)
  • The Role of a Shape Tween
  • Setting Up a Shape Tween
  • Using Shape Hints
  • Adding More Tweens & Using a Blend Option
  • Creating Complex Shape Tweens
  • Tweening Fill Gradients

Chapter III: NESTING ANIMATIONS (60 min)
  • Planning Your Animations
  • Comparing Movie Clips & Graphic Symbols
  • Grouping Items that Move Together
  • Using Symbol Timelines
  • Comparing Symbol Playback
  • Animating More Layers
  • Nesting inside of a Nested Animation

Chapter IV: EASING KEYFRAMES (47 min)
  • Setting Up a Simple Motion Tween
  • Using the Onion Skin Controls
  • Creating a Copy of an Animation
  • Setting Up Basic Easing
  • Copying & Pasting Motion
  • Using the Paste Special Command
  • Nesting for Complex Animations
  • Working with Advanced Easing Controls
  • Working More with Advanced Easing

Chapter V: CONTROLLING SPEED (47 min)
  • Understanding Speed in Animation
  • Creating a Blur Effect
  • Using Motion Blur
  • Setting Up for the Animation
  • Enhancing the Animation
  • Creating the Impression of Movement
  • Completing the Animation
  • Adding a Sound Effect

Chapter VI: TWEENING ALONG A PATH (37 min)
  • Animating a Path with Basic Keyframing
  • Setting Tweens along a Path
  • Animating a Symbol to a Path
  • Using the Orient to Path Property
  • Setting Up Wheel Rotation
  • Using the Moving Matte Technique
  • Working with Masks

DISC II – Character Animation

Chapter I: ANIMATING A SCENE (63 min)
  • Setting Up an Illustrator File
  • Importing an Illustrator File into Flash
  • Separating a Graphic into Layers
  • Animating a Graphic: Making the Lobster Wave
  • Setting Up the Stage & Previewing the Test Movie
  • Animating the Pupils of the Starfish
  • Setting the Animation to Play Once
  • Grouping Parts of the Fish & Distributing to Layers
  • Using the Skew Tool to Animate Fish Fins
  • Using Envelope Distort & Creating a Shape Tween
  • Animating the Fish Floating in the Aquarium
  • Using the Fish Movie Clip to Make a New Fish
  • Duplicate the Animation & Use Edit Multiple
  • Making an Iris Mask to Reveal the Animation

Chapter II: SQUASHING & STRETCHING (41 min)
  • Classic Bouncing Ball Animation Technique
  • Squashing a Ball with the Transform Tool
  • Preserving the Volume of the Ball
  • Adding Follow Through to the Motion of the Ball
  • Creating a Pendulum Effect
  • Using Squash & Stretch on the Pendulum
  • Animating a Bouncing Jack-in-the-Box
  • Adding Sound Effects

Chapter III: CHARACTER MOVEMENT (47 min)
  • Exploring the Parts of the Mannequin File
  • Changing the Layout for More Screen Space
  • Setting Up the Initial Tweens
  • Modifying the Transform Origin
  • Moving the Transform Pivot Points
  • Using Temporary Pivot Points
  • Keyframing the Pivot Points
  • Keyframing Pivot Points to Set Up a Dance Pose
  • Making Minor Adjustments to the Animation
  • Finalizing the Animation

Chapter IV: CHARACTER CONSTRUCTION (47 min)
  • Setting Up a Dog Animation
  • Making the Tail Wag
  • Adding Shape Tweens
  • Animating Pose 2
  • Prepping the Dog’s Head for Animation
  • Animating Pose 3
  • Adding a Barking Sound Effect

Chapter V: CREATING A WALK CYCLE (48 min)
  • Exploring Walk Cycles Using a Stick Figure
  • Manually Tweening with the Onion Skin Tool
  • Adding More Tweens Using the Onion Skin Tool
  • Setting Up the Parts of a Character
  • Using a Stick Figure as a Guide
  • Cleaning Up the Animation of the Legs
  • Cleaning Up the Upper Body Animation
  • Adding Movement & Drop Shadow

Chapter VI: LIP SYNCING TO A VOICE TRACK (56 min)
  • Importing Audio into the Timeline
  • Creating Different Mouth Shapes
  • Playing Single Frame Animations
  • Explaining Phonemes
  • Setting Up Lip Sync
  • Working on the Second Pass Lip Sync
  • Working in the Timeline Preview Mode
  • Animating Blinking Eyes
  • Animating Eyebrow Expressions
  • Final Comments & Credits
LENGTH
Total Run Time: 9.2 hrs
PRESENTER INFO
John Ulliman has been working in interactive digital media since 1985 starting out his career on cutting edge applications for computer modeling and animation in the Aerospace industry with a number of companies, including Lockheed Martin and Northrop Grumman. He started his own studio, On The Wave Visual Communications in 1991 providing 2D and 3D graphics and animations for print, video and the web. He has consulted for many software firms in the industry, including Apple, Adobe, Macromedia, Microsoft, AutoDesk, and Alias Wavefront.

John has been teaching ever since he first picked up a computer, initially on hardware and programming languages, then on technical CAD software, and currently on all the products he uses to make animation magic work. He currently offers training on products for creating 2D and 3D artwork, assembling it into animations and interactive environments, as well as products which help him edit and produce the final work – whether that might be video, TV, CD-ROM, web or print.

John is an Adobe Certified Expert and an Adobe Certified Instructor for Flash, Fireworks, Dreamweaver, Director, Flash Video and Flash Mobile environment. He only provides training on software products that he actually uses in production, with the intention to bring as much practical experience into his classes as possible.
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