Camera Animation

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Transcript

Hi out of the media welcomes you to view a flash tutorial on the basics of camera movement. In our previous tutorial, we saw the BG detection procedure. We learned how to trace bitmap pictures and trace them into vector objects suitable for animation. We also learned how to make a vector BG ready for animation. In this tutorial, we'll go one step further, we learn about camera movements in Flash. We recommend you master the basics of BG detection.

Before you start with the camera movement. Try the BG detection tutorial on at least five bitmap backgrounds to gain command over it. In the process, you'll not only master the tools, you'll also ready yourself for dynamic BG animation concepts like zoom in zoom out, commonly known as camera tracking will also handle the camera Bad technique. Let's start by opening the BG detection file we have already created. We don't want to disturb the original BG detection file. So we'll save the file with the name of our tutorial camera tracking.

Remember, never ever deserve an original file, make a copy to work on. This is one of the most important habits you should learn as a flash animation professional. Now that we have made a copy of the file, we are safe. First, let's delete the layers not necessary in the document, namely, the sketch layer. We log the mask layer so it doesn't interfere in our operations. We want to work on the vector layer in this tutorial.

So we'll unlock it by clicking on the lock icon on the layer. Done. Now let's specify the time duration of our camera tracking tutorial. To do so, select the hundred frame on the timeline for both the vector and mask layers. Press f5 to add a frame at 25 frames per second. This will add up to around four seconds of length.

Now, let's enter the graphic symbol desert by double clicking on the vector image on the stage. We see all graphic symbols distributed on different layers. We are going to animate each of these layers so we'll need to add keyframes at hundred frames on the timeline. Camera tracking is of two types. zoom in and zoom out. We learn the zoom in type first.

A point to be noted here is that although this is called as camera movement in Flash, there is no camera we utilize techniques like motion twin scaling, and others to give the viewer a feeling that there is a camera. Okay, let's get on with it. Let's zoom in on one object in this big, say the sun, we want to create an effect that makes the viewers feel as if they are moving closer to the sun. We'll be using the scale and rotate function here. Let's freeze the end effect we want first. For this, drag the seeker on the timeline to the hundredth frame.

To select all the keyframes on frame number 100, we simply press Ctrl plus A to select all the keyframes on the same frame. Note that instead of selecting single frames on the timeline, we selected the entire row with just one keyboard operation. Next, we need to scale the entire set of symbols. Press Ctrl plus alt plus s two Bring the scale and rotate option and scale up the frame by 105%. Click OK to check if this scaling up is all right. We'll keep on doing the same until we are satisfied with the result.

One aspect to be remembered is that we have to be very careful with this scale. The most Caleb we gave, the faster and jerky are the animation will be. Do explore more scale ups to understand this concept. Next, we need the symbols to gradually scale up to our chosen size. So again, click on the top bar of the timeline between the first and hundred frame. Note that the entire row on all S is selected now, go to the property tab and in between box, select the motion option to preview.

Drag the seeker to the first frame and press the enter key. You will see that the camera is now zooming in another technical term This is camera tracking. Okay, now, observe that this kind of normal zooming effect appears flat, it almost looks like we have magnified into an image, the animated BG field is missing. So how to make it more interesting and dynamic, we can enhance the effect of the camera tracking by utilizing the other objects in rbg. Let's see how he has a camera principle you need to know here, the objects closer to the camera move more and move faster than those away from it. If we can use this principle in this case, we can achieve a dynamic camera effect.

Simply put, the objects closest to the camera must change faster than the rest. For this, let's pick the two cactus plants and the bushes attached to them. Note that we are making these changes on the last frame. That is the hundredth frame of the animation. Select the extreme left cactus plant and scale it up by say 110%. Use the scale and rotate function accessed by pressing Ctrl plus alt plus S. Repeat the scaling till it appears large enough.

Now, select the characters on the extreme right and repeat the same process again. Select the bushes to and scale them up in proportion to the cactus preview the animation you will see that the closer objects are scaling up faster than the rest. We can see them coming at us faster, giving the scene some depth. Now select the ground symbol closest to the screen. Always make sure that you are on hundred frame to avoid confusion later. Now, again, bring up the scale and rotate dialog box Remember that we scaled up the front objects 210% The ground is slightly far from the camera.

So we need a lesser scaling up for this object, say 105%. Ground two and the cactus with it are farther. So, select the two together and scale them up a little less than the first. Ground three and the cactus on it are still farther away. So select the two together and scale them up a little less than ground three. Do the same for ground four.

The trick is to understand the logic behind the difference in scaling up the objects to create an effect. There are no fixed parameters for this scale ups. You can explore different values of scale to get the hang of it. Now to the building symbol, let's scale it up a little more than the other symbols and see what we get. Double click outside the work area to come back to the main scene. Click the lock icon at the top of the layer stack to lock all the layers and activate the mask.

Press Enter key Do you see the camera effect now, for comparison, let's play the previous flat camera zoom in. And now our enhanced camera tracking. Let's play both of them again. This time side by side. See the difference? We just learned by scaling up the objects nearer to the camera more rapidly, we can achieve a much more enhanced and interesting camera effect.

The depth of the scene substantially increases and the viewer gets the feel of a real camera. All right, now, let's work some more on the vector. For this unlock the vector layer Double click on the desert symbol on our stage. Come to the hundredth frame on the timeline. We tried the scale effect first. Now, we'll see how to make the scene even more interesting by moving the objects as they scale.

Remember the principle, the objects close to the camera move more and move faster. Let's see the two objects closest to us. The two cactus plants and the bushes. Move them out of the screen on either sides. Move the other cactus plants a little as well. Now, against Caleb, the cactus plants and the bushes plays them in a way that we see no leaks in the big.

Press the Enter key for a quick preview, see the improved effect. Okay. Let's go to the next level and use the advanced options in the Properties tab by pressing Ctrl f3 Click on the top bar of the timeline. Observe the property tab. Look at the ease option below the tween option. Click on the down arrow near the value box and push this slider up till it touches the value hundred.

This is called ease out. The ease out option will speed up the movement at the beginning and we'll slow it down towards the end. You can handle the speed control if you click on the Edit button. Let's see how this graphic manipulation works. Normally, the graph runs across the screen in a straight line. This means the motion twin is uniform all through the animation.

Right now, we have chosen D is out animation. So the graph curves steeply up in the beginning and then smoothens up towards the end. This makes the animation go faster in the beginning, and then slows it down towards the end. Now let's edit the curves. Click on the node at the beginning of the graph, you'll get a handle to work with. Now, let's push the handle down.

Let's edit the ending note as well. Let's push it up. Now, the animation should go super slow at the beginning. Then, as the animation approaches the midpoint, it should speed up rapidly. And as it approaches the end, it should again slow down. Let's see if this is what happens.

To preview the result. Press the enter key. You can also drag the seeker to see the flow. This is another dynamic way. If you push the same ease slider down, you can achieve the ease in this will do the exact opposite of ease out That is it will slow the animation down at the beginning and speed it up towards the end. You can try the various combinations of the ease in and ease out options to achieve various dynamic camera zooming effects.

In this part of the tutorial, we tried the camera zooming option. Next, we'll see how to execute a camera track out. So let's close this file. Now. Let's turn to another camera effect called as the camera track out, commonly known as camera zoom out of this again, we can open the original vector BG file we had prepared for animation. Press Ctrl plus shift plus S to save a copy of the file.

So the original file stays undisturbed. named the file as camera tracking out we'll go through the same process of deleting extra layers created Upgrade on the hundredth frame on the scene timeline, will again enter the desert symbol and create keyframes for all the graphic symbols on the hundredth frame. Now in this case, we want to make the viewers feel that they are moving away from the scene. So, our first keyframe must be an extreme zoom in. That means we must scale up all the objects together on the first frame itself. Let's select all the keyframes on the first keyframe.

Drag the timeline seeker to the first frame. Now click on the stage. Press Ctrl plus A to select all the symbols on the first keyframe. Now, press Ctrl plus alt plus s to bring up the scale and rotate dialog box. Enter the value 200% repeat the scaling till the sun fills up the entire staging area. The camera tracking out should ensure that on the last frame, we can see our BG completely.

Next, we need the symbols to gradually scale down to our chosen size at the end of the animation. So drag over and select one frame row from the timeline between the first and the hundredth frame. Note that the entire row on all layers is selected now, go to the property tab and in the tween box, select the motion option. In the ease option, drag this slider up to hundred. This means we'll be easing out. Let's again recap what is out does.

The ease out options speeds up the animation at the beginning and slows it down towards the end. let's preview the animation. Drag the seeker to the first frame and press the enter key. You will see that the camera is now zooming out. For cracking out as before, the effect is okay, but it's flat. How do we enhance it will again use the camera principle we learned before the objects closer to the camera move more and move faster than those away from it.

For this, let's begin selecting the objects one by one and scaling them up. The frame is filled up with the sun. So, press Ctrl minus to let zoom out and view the entire work area. Now we can work. Remember, in the camera track in effect, we worked on the ending frame in the camera track out zoom out effect will work on the first frame. As before, the objects closer to the viewer or camera will grow faster and those away will grow slower.

So, press Ctrl plus alt plus s to bring up the scale and rotate dialog box. If we scale up the outer cactus by say 140, then slowly the scale values of the inner objects, the other cactuses, the ground, the structures in the distance should have lesser and lesser scale values, like hundred and 20 520 115, hundred and 10. This will give us the camera that we want. While doing this, there are two things to remember, first objects related to each other. For example, in our case, this cactus and the grounded stands on should have equal scale values. Secondly, always make sure the scaling matches with the dimensions of other objects.

If they don't match, then the viewer would See a jerk. So be careful when you use different scales for different objects. This will of course, come through practice. Okay, we have scaled them all up. Now, let's check the result. Double click outside the work area to come on the mainstage logged the last First, go to frame one and press the enter key.

Seems better. Let's do some more editing inside. release the lock option for the vector layer and double click on it to enter the desert symbol. Let's scale up the outer cactus objects more. To give an even better feeling of the scene. retreating backwards.

Let's move the objects outside. This means that as the animation progresses, we'll see the trees moving rapidly inside the scene. Let's again come to the main stage by double clicking outside You can drag the timeline bar to check the changes for yourself. If you want any further editing, you can do it using the same processes we applied before. We recommend that you work with changes in color to that should be interesting. Keep reviewing and comparing the effects till you get the hang of it.

We just finished learning the basics of camera tracking out effect or zoom out effect. Let's close the file and go to the next type of camera movement in our tutorial called the camera pan. Let's again open the original vector PC file we had prepared for animation. Press Ctrl plus shift plus S to save a copy of this file and name it camera panning. In camera pan you will see that in this session we'll also be working on the original design also has what we wish to achieve you can see that camera panning is about big movement. A camera Pan familiarizes the viewer with our animation location, and adds a feel of reality to the scene.

Moving to our first step, first, delete the sketch layer. Unlock the vector layer so we can edit the contents. Double click on the objects on the screen to enter the desert symbol. You will find that you are on the first frame by default. Now, press Ctrl A to select all the objects on all the layers. Press Ctrl C to copy them and then press Ctrl plus shift plus V to paste all the objects in place.

Now, go to the Modify menu. Select the transform tab and select the Flip Horizontal option. You will see that your background has flipped sides now without clicking anywhere On the screen, use your keyboard right and left keys to move the selected objects a bit away from each other. Remember that we are doing this on the first frame itself. What we are trying to do is extend our background by using the same objects we have already created and just adjusted a bit. All right.

Now repeat the same step again. Select All, press Ctrl plus a copy, control plus C and Paste in Place control plus shift plus V. Now again, go to the Modify menu, select the transform tab, and select flip horizontal. Move the entire selection to the left and adjust them with each other. Since we are using the same objects we have created, making changes in any one copy of the object will reflect in all its copies simultaneously. Let's check how This happens. We'll enter this cactus symbol to see how this happens.

Double click on the cactus twice to enter the broken object mode. Note the textured selection. Now, click outside and click only on the outline at the right. Delete the outline by pressing Delete on keyboard. Observe that the outline in the flipped characters has also disappeared. Let's go to the main stage by double clicking outside the work area.

Look at the empty portion here. We need to fill it up. So let's go inside different ground. Use the selection tool to drag the corner rightwards. Note that the front ground near has extended as well. Remember that the changes in one object are reflected in all its copies in the entire document.

This facility saves valuable time doesn't increase the file size too much. Now, let's go inside the characters again and pull the inner corner down. see again that the effect is repeated in each copy to double click outside to come out of the symbol. Now, press Ctrl minus to zoom out of the screen and check the same point a defect in all the four different copies of the cactus. Look at the timeline. Now, observe that there are a lot of empty layers.

You can differentiate the empty layers and fill as easily. The ones with dark circles are filled less. Those with empty circles are blank layers. carefully select all the blank layers one by one and delete them by pressing the trash button under the layer stack. Be careful not to touch layers with objects. It's a good habit to double check the entire layer stack to see if you can find Any more blank class.

Ok, done. Time to come back to the main stage. Drag the timeline scroll bar and select the hundred and 25th frame on both delays. Press f5 to add a frame. Let's begin the actual camera panning now we want the viewer to see the background from the left to right. So we push the object on sketch layer, the extreme right on the first frame.

Make sure you match the left border with the mask rectangle. Nothing. we copied the original desert along with the sun. So we find we have three sons. That would look strange and unrealistic. Right.

So let's delete select the extra sons and delete them one by one. Next, the deleted sons are all on different layers. So we'll have to find the blank son layers and delete them too. All right, we are all set. Now, come back to the main screen again. Go to the hundred and 25th frame and press f6 to add a keyframe to the sketch layer.

Now, we want the viewer to see from left to right. So we need to move the object from right to left. With the keyboard, left arrow, push the entire extended desert to the extreme right on the hundred and 25th keyframe. Make sure that desert right border matches with the mask rectangle. How do you ensure that the viewer doesn't see the incomplete objects at the right or left of your extended background symbol? You keep those parts out of the masks borders.

Now, click on an in between frame on the sketch layer timeline. Right click and see Select Create motion twin. Here, let's experiment a bit again, on the ease option. Click the Edit button to enter the graph. What we want is that the pan should start slow, then increase the speed just a bit, and then again slow down towards the end. Clicking on the two nodes, we'll use the hundreds, slow in the beginning and slow at the end.

We haven't made drastic speed changes here. The variations are very mild. preview your camera panning by pressing the enter key. Good. to experiment a bit, you can enter the individual objects and change their design, their positions, their colors, and their sizes to achieve more variations in the look of your background. This should be fun.

All right, now let's do some more in our tutorial. Select 170 fifth frame on both the mask and sketch layers. Press f5 to add frames. On the last frame of the sketch layer, press f6 to add a keyframe. What we want to do here is combine the camera pan with camera track in effect. As usual, click on the last keyframe of this sketch layer and press Ctrl plus r plus s to bring up this scale and rotate dialog box.

Enter the value hundred and 50 now, change the position of our background just a bit. Right click on the frame before the keyframe and select create motion twin. Drag the timeline seeker right and left to view the effect. Note how the camera pans and then zooms into the scene. That ends our tutorial on the basics of camera movements. It is very important to concentrate on understanding the principles that we have applied for getting and enhancing the camera movement effect.

Try to add to the desert background we have created, create different types of bushes, trees, or even animals. You can recolor the sun to create a moon, darken the sky and add some stars and create a night scene. Experiment a lot with the object movements with relation to the camera. We recommend you create your own backgrounds and work on them to create your own camera movements. The point is explore and combine the techniques with each other to understand the innumerable possibilities of camera movements in Flash. We are sure you enjoyed this tutorial on camera pan, camera tracking and camera track out by our over media.

Thank you for watching and all the best

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