Title: Creating Animations
1Creating Animations
2Objectives
- Add a reusable animation symbol to the Library
panel. - Create animation by using frames.
- Preview and edit animations by using onion
skinning. - Control the playback of frame animations.
- Automate the animation process with tweening.
- Export an animation as an animated GIF file.
- Optimize your animation settings by using Export
Preview. - Import and export symbols for use in other files.
3Create animations in Fireworks MX
- You can create animations in Fireworks MX and
export them as animated GIFs. - You can create an animation in two ways
- Tweening With this method, you create the
starting and ending frames of the animation and
Fireworks MX automatically creates the
intervening frames. - Frame-by-frame You can create each frame of the
animation yourself, one frame at a time.
4Use animation symbols
- If you are creating an animation in Fireworks MX
that you want to use more than once, create it as
an animation symbol. - Once the animation is in the symbol library, you
can add as many instances of the symbol as you
want to your document. - Changes made to the symbol are reflected in all
instances of the symbol, but changes made to an
instance do not affect the master copy in the
library. - Symbols can also be exported for use in Web sites
or other Fireworks MX documents.
5Create an animated symbol
- To create an animated symbol from a new or
existing object - Select the object to be converted.
- Click the Modify menu, point to Symbol, then
click Convert to Symbol. - Assign a name to the symbol, click the Animation
option, and click OK to open the Animate dialog
box. - Specify the number of frames, then set the Move
and Direction options and other settings as
required. - Click the OK button.
- If you see a message that frames need to be added
for the animation, click OK.
6Create a frame-by-frame animation
- To animate an object moving across the screen
- Select the object and make as many duplicates of
the object as you need for your animation. - Space them on the screen in the direction of the
animation, then select all objects. - Click the Distribute to Frames button on the
Frames panel, and each object will be placed on a
frame of its own. - Click Frame 1 (if necessary) and click the Play
button at the bottom of the window. You will see
your object march across the screen.
7Example of frame-by-frame animation
The figure on the left shows nine copies of a
compass image spaced across the screen. When
selected and distributed to frames, the Frame
panel (right-side figure) shows that a separate
frame was created for each object.
Distribute to Frames button
8Use onion skinning to edit your animation
- When you have created your animation, the onion
skinning technique can help you refine it and
adjust it. - Onion skinning allows you to see objects in
frames before and after the current frame without
having to skip back and forth. - This is helpful in aligning objects and
repositioning objects so your animation will look
as expected. - Turn onion skinning on with the Onion Skinning
button in the Frames panel.
9Onion skinning options
The figure on the left below shows the Onion
Skinning button and the pop-up menu where you can
choose the option you want to use. The Before and
After option shows the current frame, plus the
previous and the next frame. The figure on the
right shows the Frame panel. The vertical bar in
the left column shows the before frame, the
current frame, and the after frame.
Onion Skinning menu Onion Skinning button
10Control the playback of your animation
- The frame delay determines how long each frame is
displayed when played. - To control the playback frame delay
- Select all frames of the animation.
- Click the Frame panels Options menu, then click
Properties. - Enter the frame delay value in the Frame Delay
box. - Frame delays are specified in hundredths of a
second. - You can also set a looping value if you want your
animation to play repeatedly. - Click the GIF Animation Looping button on the
Frames Panel. - Choose a loop value (or No Looping) from the
pop-up menu.
11Create animation with tweening
- Let Fireworks do the animating for you using
tweening. You create the first frame and the last
frame and Fireworks does the rest. - Select the object to be animated and convert it
to a symbol. - Drag another instance of the symbol to the canvas
and position it where it should be for the last
frame of the animation. - Edit it to make any other changes that are
required. - Select both instances, click the Modify menu,
point to Symbol, then click Tween Instances. - Enter a value for the number of steps, click
Distribute to Frames, and click OK. - Fireworks creates the frames between the start
and end frame.
12Export a GIF animation
- Once your animation is complete in Fireworks MX,
it can be exported for use in a Web page. To do
so - Click the Window menu and then Optimize to open
the Optimize panel. - Select Animated GIF as the file format.
- Set the Indexed Palette to WebSnap Adaptive or
Web Adaptive. - Click the File menu, then Export. Assign a name
for the file, and select Images Only in the Save
As box. - Click the Save button to export the image.
13The Optimize panel for an animated GIF
This figure shows the Optimize panel for a file
being exported as an animated GIF image.
14Optimize your image using Export Preview
- You can choose default settings when exporting
your file or set custom settings in the Export
Preview window. - One option you can set is the disposal method,
which determines what happens to the previous
frame when the next frame is loaded. Disposal
methods you can choose include - Unspecified Creates the smallest possible
animated GIF file. - None Use for full-frame animations and for
frame optimization and transparency. - Restore to background Use when moving an object
across the screen. - Restore to Previous Use when animating objects
across a background image within the animation.
15The Export Preview window
In addition to the disposal method, the Export
Preview window allows you to set many other
options to optimize your image. This window shows
a preview of the image using the current settings.
16Import and Export symbols
- Once an animation is created as a symbol, it can
be exported from the library for use in another
document. - You can export all symbols in the library or just
selected symbols. - Exporting all symbols allows you to import the
entire library for one document into some other
Fireworks MX document. - To export one or all symbols, click the Options
menu in the Library panel, click the Export
Symbols option, choose Select All or some other
option from the menu, and then click Export.
17The Import Symbols dialog box
This figure shows the Import Symbols dialog box.
To open this from a Fireworks MX document, click
the Options menu in the Library panel and then
click Import Symbols. Locate the file to import.
You can select all symbols in the file or just
selected symbols.
18Summary
- In this lesson, you learned
- How to add a reusable animation symbol to the
Library panel. - To create animation by using frames.
- To preview and edit animations by using onion
skinning. - How to control the playback of frame animations.
- How to automate the animation process with
tweening. - How to export an animation process with tweening.
- How to export an animation as an animated GIF
file. - How to optimize your animation settings by using
Export Preview. - How to import and export symbols for use in other
files.