Flash is one of those wonderful programs that can be put for
a plethora of uses. But one of the most common things people
want to be able to do with it is make cartoons and
animations. There's a lot of ways to do this, but I'm going
to show you a very simple, scripting free way of bringing
some characters to life.
[
you'll be making something similar to what is
shown above ]
Steps to Create
Animation
Before we begin our animation, we need a
character. This little guy below is one that I
quickly drew using a similar process to that
described in another tutorial,
Line Art In Flash.
He looks a little bit lost, bless him. Let's call
him Dexter.

[first draft
of character]
At the moment, Dexter is just a collection
of lines and fills, and not much good for animating. What we
need to do is break up the character into his component
parts (ouch!), and save them all as Library items.
Of course, the easiest way to do this is
to simply draw each body part on a different layer as you
go. That way, you can see how the fit together in relation
to each other, get the sizes right etc etc. But if you've
already drawn the character, then you'll just have to get
your mouse dirty, get in there and pull poor Dexter to
pieces. Select the lines and fills that make up a body part
(say the head) then cut and paste into a new symbol. In a
lot of case, you may find that a piece isn't complete, where
it intersected with other areas. If that happens, then you
just add some more lines and complete the part.

[individual
symbols]
You can see from the picture above that
Dexter is now split up into sections. Notice that although
we only had one original eye image, I've duplicated the
symbol and made three more versions, each with the lids
closing. We need this to make him blink. I've also made a
short movie clip for the mouth, containing a couple of lines
/ states for a talking mouth. A little tip for arms - make
sure that the registration point is located at the
'shoulder' joint of the image. This makes it easier when you
come to rotate them.
Make sure you have all your symbols saved
in the library, and a clear Stage. Now, we can begin to
create a small animation.
-
Make a new movie clip symbol, and call it M Eyes Blink.
Inside it, place your open eyes in frame 1. Insert another
keyframe at around frame 40 or so. In this one, replace
the open eyes with the next level down eye image, where
the lids are starting to close. Put another keyframe in
the next frame, and repeat the process, inserting the
almost closed eyes. Put the fully closed eyes in the next
keyframe. Then insert another three frames and reverse the
process. No need to put any scripting on the end, we want
this to loop continuously, so Dexter will blink every few
seconds.

[your eyes
go in this order]
-
Create a new movie clip. We're going to use this one for
our character, so give it a couple of layers. Call each
one something meaningful, like R Arm, L Arm, Legs, Head
etc. Remember that some body parts will need to be behind
others. In the case of Dexter, one of his arms is
partially behind his body, so I have to make sure that the
layer containing his left arm is behind the layer
containing his T-Shirt.

[layer
structure]
-
It may also be worth making a new clip for the characters'
head, although this depends on how complex you want the
animation to be. For the more detailed movies where you're
trying to sync voice files and mouth movements, it's
probably not worth doing, and you'll find it better making
individual movies for each line. In this case though we
just want to see an example, so we'll combine the head, eye
animation and mouth animation into one, and place it on
the top layer of our character movie.
-
But that's not enough! How about we get him to look at his
watch every now and then? That's just a simple motion
tween of our arm and head symbols. Go into the character
movie clip, and F5 up to around frame 43 on each layer.
-
On about frame 15 of the R Arm layer, make a keyframe. A
few frames later (depending on how long you want the
action to take, make another. In this second one, rotate
the arm (this is where you need the registration point on
the shoulder axis, it makes it a lot easier) to the point
you would like it to be. You may find that the arm
overlaps part of the body image. In that case, edit the
arm symbol so this doesn't happen. When you've chosen your
finish position, select a frame in between these two
states, and apply a motion tween. Give him a few frames to
look at his watch, the reverse the process, moving the arm
back to its original position. Do something similar with
the head, so that he actually looks down at his watch.
[animation
timeline]
-
Now run your movie, and you'll see him getting the time
every few seconds, still chatting and blinking as he does
so.
And that's the basic principle. It's very
handy to make a small collection of body parts (not
literally, I do mean Flash images here) in your library.
Draw various positions of arms, so you'll always have the
one you need on hand. Different expressions can be made by
using different mouths and eyes, so have a good selection of
these too.
Certain motions (like the watch checking)
can be put into small clips, then re-used as and when you
need them, so you can build up a collection of mini movie
actions too.
Add more characters, backgrounds, anything
you like. Here's the .fla file for the basic movie
(including a selection of other characters for you to break
up) ready for you to animate and warp to your hearts'
desire.