Animate
uses a layer based keyframe animation system. For people who are not familiar
with the creation of animation, this sounds complicated. It is a very quick and
effective way of creating animation as the animator is just setting up
guidelines for the computer to generate the majority of the frames.
A keyframe
is essentially a frame of the movie. Within the frame you place objects where
you want them to be. Every time you want to change the contents of the frame
you create a new keyframe. This by itself is not that powerful. Where the
power comes from is with tweening. Tweening is a method where you let the
computer animate the object for you. The word tweening is a concatenation of
the term “inbetweening” which is where the lead animator would draw the key
frames and junior animators would draw all the frames between the keyframes.
Animate has two types of tweening. Motion Tweening and shape tweening.
Motion tweening
moves an object from the location it is on the starting keyframe to the
location it is when it is on the ending frame. You can also apply rotation to
the object that is moving. While technically not motion, you can also adjust
any color adjustments (such as the alpha level) and the adjustment will
smoothly transition between the frames. As objects in nature don’t move at
steady rates, you can use leading to have the object start the motion at a
faster rate and slow down as it approaches the end keyframe or have it start
slow and speed up as it reaches the keyframe. The image below illustrates the
difference between the three types of tweening.
For even
more advanced animation effects, you can have guides. Guides let you specify
the path that a moving object will follow. You can have the object follow the
path while maintaining the same orientation or you can have the object orient
itself to the path. My April Fool series of games has a title sequence where
each letter has a winding path to it’s ultimate location. The screenshot below
illustrates the different paths that the letters follow to reach their final
location.
Shape
tweening is a bit complicated. Shape tweening is when you have one shape and it
transforms itself into the second shape. This is easy to do, but hard to do
well. You simply need two shapes, a starting shape on the start keyframe, and
an ending shape on its ending keyframe. To make sure the shape morphs the way
you want, you add key points to the shapes. These points help Animate determine
where the lines and points that make up the shape should line up after the end
of the tween. Here is an example of a square turning into a star with the red shapes being the onion skin outlines of the frames between the square and the star.
An Animate
movie consists of one or more layers. Layers go from back to front with closer
layers overlapping further layers. Every layer is independent of the other
layers. In other words, you can have keyframes in one layer but not any of the
other layers. Animate lets you define as many layers as you need and lets you
group the layers into folders. It is advisable to keep each animated object on
its own layer as not doing so will result in animate creating a separate tween
object in the library which often leads to problems.
The
animation system is the primary reason why you would choose to create a game in
Animate instead of creating it from scratch using the free Create.js libraries.
While everything listed above can be done manually in Create.js, having a tool
that generates all the source code for you is nice. If your game is a very
heavy animation-oriented project, then using Animate makes sense.
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