“Frames”

  Types of “Frames”

In “Flash” we have different types of “Frames”, I have already mentioned this in an earlier lesson.

Since everything in “Flash” is to do with “Frames”, I will elaborate a little further, just so you understand.

So we have “Frames”, and we have “KeyFrames”.
A “Keyframe” is something which is represented by a black circle on a gray background in the “Frame”.
A “Frame” where there is something in from a previous main “Frame”, is provided with a gray background.
A main “Frame” is that in which nothing is located and is shown by a white circle on a white background in the “Frame”.
A “Frame” where there is no particular area, eg after an empty main “Frame”, is provided with a white background.

Using “KeyFrames”, we determine what is displayed on “Stage”. In other words, at some time if we desire to add or delete a “Stage”, you add in a “Keyframe”.
Now I hear the smart ones among you all say, “can do that with ActionScript” That’s right, but let us start at the beginning.
So to change something on “Stage”, you use a “Keyframe”.

The duration of a movie depends on the number of added “Frames”, or “Frames” that are not empty.
When we play the movie as shown below, you would see that the circle on the “Stage” begins to blink, visible-invisible-visible-invisible indefinitely, until we close the film.

When we view the “Timeline”, everything is clear.
The film begins with a circle, these 10 “Frames” will remain visible on the “Stage”, and in “Frame” 11 there is a blank head “Frame”, which is also visible outside “Frame” 10.
When the film reaches “Frame” 20 which is the last “Frame” from the film, the play button of this film will return to “Frame” 1 and the film will repeat itself. It is called “Looping” in English.
And that is why our circle starts to blink.

What we have
The last “Frame” of a main “Frame” is provided with a white rectangle.
What does the rectangle in the right corner of the “Frame” mean?
Nothing, this is merely an indication that this is the last “Frame” for a new “Keyframe”.

One way of adding animation sequence to our “Frames” is by making use of the “Frame-by-frame” animation.
For this, we place a number of “KeyFrames” in the “Timeline” and we move the object in each “Keyframe” as in example above.
We add some “KeyFrames”, and this time we move the object down.
What you have now is a stuttering ball.

 Copying and reversing “Frames”

The latter adds “KeyFrames” in which our ball falls down, something quicker and easier.
Namely, we copy all our “Frames” where the ball bounces up and then reverse to this copied “Frames”, so the ball falls.
To add this feature, click an empty spot in the “Timeline”, so nothing is selected. The gray area below the “Circle layer” is therefore the proper place.
Then click and drag on the “Frames” and “KeyFrames” you want to copy. In this case, “Frame” 1 to “Frame” 14. “Frame” 15 and 16 are not included because this is the turning point of the bounce of the ball. After this point, the ball immediately drops down.

With all these selected “Frames” hold the Alt key on your keyboard pressed and click and drag the scripts into their new position, starting at “Frame” 17 so.
Then release the mouse button.

Now we have these copied “Frames” which still need reversing.
With the copied “Frames” still selected, click the “Modify” button in the menu bar.
You choose “Timeline” in the drop-down menu and click the option “Invert”.

If you wish to make all this a little more realistic, you can give the ball in the last “Keyframe”, “Frame” 31, a little push with the tool “Free Transform” so it appears that the ball is brought to rest on the ground.

 

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