Animation Scene Composite and Render

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Transcript

Hello there are other media is back with one more interesting assignment will compose it the various animation elements together in one file and render the output in different formats. For this background images and some animated characters are already ready with us. We are supposed to compose them in a single Flash file. So start with a new document. To get image files, you need to import them to the stage as we always do Ctrl plus R. Select the single keyframe created in the timeline and scale down the image size to match up to state size. Put the guidelines to all four sides of the document so that even if you use the toggle key and unlock the work area, guidelines will guide you to the exact day sighs now we have placed the images, press f8 and create a graphic symbol, name it.

Go inside that symbol. Right click on the images and select distribute two layers. You see two more layers created. Delete the unwanted layer with the blank keyframe. Push the ol layer upside and the pillar image on that layer comes in front. scale up and arrange the pillar image as it will be closer to the camera.

We are done with the arrangement give the proper naming to the layers. Rename oil layer as light pillars and BG layer as city bg. Hide the city BG layer. Select and press f8 to convert the light pillars to a graphic symbol as light pillar also converted The CDBG to graphic symbol and name CDBG. Both the BG LS are now symbols. Extend the frame still 150 Now, add a new layer between both the BG layers.

Go to File Menu, open and open the ready Flash file of the character walk. Copy that character symbol, close that file and simply paste that character symbol on that new layer. rename the layer as character walk. Now, we have to work on that character part. So long the BG layers we need to scale down the character. Take the guidelines to set the exact size of the character needed, as seen in the video and scale down the character with the help of the guidelines.

Now the character is proportionate to the big ones done. Remove the guidelines as you can see The character is walking in the same place instead of the character will animate the big part f6 and insert a keyframe at frame number 150 on the cityscape layer. Now on that key, move the CDBG in the opposite direction to the character walk direction. Insert a keyframe at frame 150 and shift the pillars towards the opposite direction of the character walk. Same as we have done for the BG. That means if the character is walking towards right, we have to shift the city and pillar layers towards the left on the end key.

Assign motion twin to both the BG layers and play. We notice that the city BG is moving perfectly, but there is some problem with the movement of pillar layer. Instead of the last key, move the pillars on the first key, so we have to do some rework here. The last keyframe is deleted and pillars are rearranged to their first position. Again, add a keyframe at frame 150 and properly shift the pillars towards the left that is opposite to the character walk direction, applying motion tween again to that layer and check the movement. Yes, it's working well now.

It gives us a feel that the character is walking, but actually we are panning the BG and character is walking in the same place. Exit and extend the frame still 150 same as the inside. Go inside the composite symbol and extend some more frames there. Keep playing the animation Enter the character walk symbol and at the bottom, add a new layer for the shadow. named the layer and shadow while animating the walk cycle, the shadow was not created. So we'll create it now.

Draw an oval on that key. Don't keep it in a group. Also remove the outline and fill it with gray and add 80% alpha to it. We'll need to animate the shadow according to the animation. So add the keyframes at frames 13 and 25 rescale the shadow at 13 one marquee at frame seven and reshape it as per the body movement copied Seventh copy and paste the same on the 19th frame, apply shaped when to the shadow layer. Now we can see that the shadow is also animating along with the character walk.

While playing the animation, we notice that the shadow is too light. So let's fix that. Select black for each key of the shadow and play. It's too dark now and we need to add alpha to it. Lock all the layers and switch on bonyen skin for the shadow. Select all the keys together and apply the alpha value 50 and check during walk cycle, the shadow doesn't move as much as the character and looks a bit bit odd.

So, at some keys, change the shadow drawing a little. Also, lower down the alpha value to 30. Exit the scene one and press enter to play the animation. This is a perfect result of the animation. Notice the difference the shadow creates, it makes the character more realistic. Save this file as composite and render at required path.

Now we are done with compositing of a scene using the walk cycle. Using the same scene will compose it a character run now Let's start, enter the composite symbol and add a new layer above the character walk. Again, we have to get the ready character run in this file. So, File Menu open and open the file named profile run. You will see a character profile run animation ready with us. Copy this run with Ctrl plus C. close this file and paste it that is control plus V in our current file in a new added layer here, hide the walking character and lock all the three layers except the new layer and name these layer as character run.

Press Ctrl plus alt plus s to scale down this character to the exact size of the walking character. This unhide the walking character, we are trying to maintain the character size according to the scene. So, once more, hide the character walk. going ahead, step inside the run symbol, you see a ground level layer, the one with the red line, delete that layer as we don't need that line reference anymore. exit to the scene and you also see a walking character, even if it is hidden inside the symbolic. So go to that respective layer.

Right click and switch on the guide option as seen in the video. It will not be visible in the scene as long as the guide option is on. For the run animation will lead the longer BG to pan faster. So using the same BG, we will create a longer bg. Copy Paste the same BG in the new layer and match it to one of the aims as seen in the video. add one more layer and copy paste again the same BG magic to another end.

This is a temporary solution if you don't have any other longer BG now, in the main symbol adjust the position of the city BG for first and last keys. For the first frame BG will be placed towards right and at the last key it will be at complete left with the longer BG you can't see the actual stage. So guidelines are helping us to place the elements on the stage. City BG is done as per the run. Now it's time to extend the pillars bg. So lock and hide the city BG and enter the biller symbol and the New Layer, copy paste the pillars maintain the distance between the layers while pasting.

Do it on the other side to now, exit the symbol and arrange the pillar positions on the first and last keys. We have panning the big opposite to the character run direction, the character walk layer should be hidden all the time. Now, both the BG layers are moving faster, and the fast moving background gives us the effect of the character running. very smartly. We have used the BG panning to give the walking and running effect to the character. We can see when we play the animation that the connecting point of the character to ground is missing here.

So step inside the character run symbol add a new layer The bottom end name is Shadow. Use the same method as earlier to create the shadow drawing oval. Delete the outline of it. Select black and give alpha value 30. Still, we need to also animate the shadow aspect character run movements. Insert the keyframes and resize it as needed.

Apply shaped when to the frames. It feels that the shadow is moving too much. The Shadow seems like jumping with the character. Do you during the run, we need to edit it at some of the keys. Use a guideline as reference for ground level. For the first nine and 17 frames, shift the shadow level downwards.

As seen in the video, we can see that this has made the shadow animation better, it seems. Now the city BG is moving too fast. So on the last key of the city big shift a big towards the right to minimize some part of the pan and shift the pillars big more towards the left. To make it faster. It's finally done. This way, we have two composited files ready with us one with the character walk and another with the character run.

The next part of our assignment starts here. We are going to render the full animation in different formats like a vi query. Time, etc. Keep open your earlier composite and render Flash file with you. Before going ahead with the final output, check the complete animation one more time. First, we'll go for the AV output file menu export.

You will see the two options here. But now you have to choose Export movie. Now, select the path where you want to save the output. In the same dialog box, see the option Save as type choose the windows API and click on Save. Here you get the actual a vi related options. In dimensions put the values of your Flash file state size you have worked on that is 720 by 576.

Keep maintain aspect ratio option clicked below in video format, select 32 bit With alpha channel four colors option, keep the sound format disable. As we have not used any audio. Also check that compress video option is off. Click ok. You can find these AVR file on the given path open and watch the file. Now, let's go for QuickTime movie output. Again, go to File Menu, export export movie, but this time in Save as type option, select the option quick time and click Save.

Here, render width and render height values are absolutely correct. They are same as our actual stage size now Directly click on Quick Time settings at bottom left of the dialog box, you will see some more movie settings. Click on video settings and here appears one more dialog box. In comparation type keep none in motion, big frame rate 25 frames per second, FPS refers to frames per second. In quality option selected best, you can change this as per your requirement. Above that in depth.

Choose the millions of colors plus option for the best result. We are done with this. Select okay and directly click on the Export option to main Quick Time export settings dialog box. You can see the export process showing that it is complete now. Open the floor file from the selected path. This is a final QuickTime output of our animated file.

We have now both Avi and QuickTime output files ready with us. We are not finished yet. Let us see how to create a PNG sequence of this total animation length is 150 frames. Again, go to File Menu, export export movie. This time select the option PNG sequence for the output. Now create a folder Add Selected path and name it composite.

Name the file 001 and save inside the composite folder. Here in four dimensions and resolution, click on the match screen option and it will automatically take the default values of the animation Flash file. going ahead select Full document size for include and 20 For bid with alpha channel four colors option below that, only keep the smooth option on and the rest to off. Select Okay, it is exporting the image sequence. Open the composite folder where it was supposed to give the output. See the naming of the output images are in sequence.

And not only that, but as per our original animation length. It has also created exact hundred and 50 PNG images in the folder to see the output. Open the first image file and keep pressing right arrow key continuously. So, one by one with every image it shows the animated image sequence and let us see the final output method of E xe format. E xe format is mostly used in web designing and gaming. For e xe go to File Menu Publish settings.

Here you see the number of format options available of all the options and click on only windows projector option with dot txt extension. Click on the folder in front of that and select the path wherever you need to save the file. Click on Publish after that, and the file is getting published. That means e xe output is also ready with us now played. Similarly, we can create all shown output formats for the next composited file with the character run. For now, let's publish the EFC for this file, select File Menu, publish settings.

Keep the current profile as default and in formats only keep windows projector option on publish the file and we are ready with the output. We are sure you enjoyed composing Getting a Flash file for animation and rendering it in different formats. Thank you for your time. See you again.

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