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Flash Help Thread

Started by: Exile | Replies: 477 | Views: 47,653

Exile
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Mar 16, 2007 1:40 AM #26585
Taking the idea from Tids, I'm assuming he won't mind.

Also, I got permission from a mod to keep this in the Flash section, not the General Help section. Leave it here, don't move it.

Basically, if you have a question about Flash, ask it here. I'll do my best to answer it.

Do NOT ask me "Which is better?" questions. These include line vs brush, sticks vs fullbody, pivot vs flash, or anything else you can think of. I won't answer them.

If you need an example of a movement, I will either link to already-made tutorials or make my own animation of the movement and post the .fla, which you can download and use for reference in your own animations. If any of my movements are copied with the .fla I provide, I will make sure you're banned for stealing my work. They're for reference, they're not public domain and I do not give anyone permission to directly take my animations and put them in your own.

This is the main thing I will be doing: If you post an animation here, I'll break down what's wrong with it as detailed as possible, make suggestions as to what could be better, and tell you what level the animation is at (Noob, Beginner, Inter, everything in between).

Ask away!
Poutine Salad
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Mar 16, 2007 1:48 AM #26588
What are FizIkZ?

Seriously. I wanna test your teaching ability.
Exile
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Mar 16, 2007 2:00 AM #26589
That's an extremely broad topic to "test" me with.. but alright.

Physics in animating, to me, encompass 5 main areas of animating:

Force
Gravity
Acceleration (Easing)
Deceleration (Cool-Down)
Recoil

The most basic example of physics would be a ball falling from a certain height. To make it look realistic, you have to have the ball fall slowly for several frames, and then have it gradually reach it's maximum falling speed. This factors in acceleration and gravity. Once it hits the ground, you start to factor in Deceleration and Recoil. After hitting the ground, it shouldn't come to a dead stop. It should bounce back up, to a lesser height, and continue to do so until it stops.

If you animate anything falling downwards, it's going to follow those basic rules. Force would be if someone is throwing an object. Upon leaving the person's hands, it should already be at maximum velocity and from there, both slow down and fall to the ground gradually due to gravity and friction.

Lastly, another example of recoil would be a gun or a cannon shooting. Depending on the size of the projectile being launched, the object that is launching the projectile will have force applied to it coming from the opposite direction it's firing into.

Unless I'm forgetting a main subsection in physics, that's the best I can describe it. Anything that you animate that involves projecting or falling will follow these basic rules, and anything you animate that requires physics will most likely contain one of the two.

It's honestly much easier to see an example animation of how you think physics should be animated. I can go off of what you need work with and narrow down my descriptions, instead of explaining a very broad topic with generic examples.
Poutine Salad
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Mar 16, 2007 2:10 AM #26591
Quote from Exilement
That's an extremely broad topic to "test" me with.. but alright.

Physics in animating, to me, encompass 5 main areas of animating:

Force
Gravity
Acceleration (Easing)
Deceleration (Cool-Down)
Recoil

The most basic example of physics would be a ball falling from a certain height. To make it look realistic, you have to have the ball fall slowly for several frames, and then have it gradually reach it's maximum falling speed. This factors in acceleration and gravity. Once it hits the ground, you start to factor in Deceleration and Recoil. After hitting the ground, it shouldn't come to a dead stop. It should bounce back up, to a lesser height, and continue to do so until it stops.

If you animate anything falling downwards, it's going to follow those basic rules. Force would be if someone is throwing an object. Upon leaving the person's hands, it should already be at maximum velocity and from there, both slow down and fall to the ground gradually due to gravity and friction.

Lastly, another example of recoil would be a gun or a cannon shooting. Depending on the size of the projectile being launched, the object that is launching the projectile will have force applied to it coming from the opposite direction it's firing into.

Unless I'm forgetting a main subsection in physics, that's the best I can describe it. Anything that you animate that involves projecting or falling will follow these basic rules, and anything you animate that requires physics will most likely contain one of the two.

It's honestly much easier to see an example animation of how you think physics should be animated. I can go off of what you need work with and narrow down my descriptions, instead of explaining a very broad topic with generic examples.

Wow. Nice job. You'll do good in this thread, and I couldnt ask for anyone better.
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Mar 16, 2007 2:11 AM #26593
I like the idea of this thread. Its a nice explaination you have for your physics. But in reality there are 4 main forces which are our entire universe.

1.Gravity - A force that acts between ALL mass and it has an infinite range.

2.Elecotromagnetic - Acts between electrically charged particles and has an infinite range (And example of this force would be light or magnetism)

3.Weak Force - Converts a neutron to a proton, an electrion and a antineutrino. Has a short range.

4.Strong Force - A force that holds protons and neutrons together in an atom. Has a short range.


But when dealing with animation, you only really need to worry about gravity acceleration and deceleration. Force and all those things fit under acceleration and deceleration. If you want something to look more forcefull, make that part of the body move faster (acceleration) and how do you do that? Use less frames.

I like this thread. Good idea exilement. I hope alot of beginners use this and dont' abuse it. First mod to read this sticky it.
Exile
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Mar 16, 2007 2:17 AM #26595
Quote from Rusender
http://www.swfup.com/swf-view.php?id=5920

I know the magnet was unrealistic. Next.


For that I'd say that was a high beginner animation.

Anyway.. the main problem is actually the stick design itself. It really looks hunched over. I think that may be because of the right arm. Either way try lowering the arm and raising the head as much as possible without giving the stick figure an actual neck. Just don't make his shoulder look like it's connected to the side of his head.

The running wasn't bad, but had some flaws. However I'm not going to go into detail with what's wrong with it, because I've noticed that animators generally pick up on more realistic running through practice. You seem to have the basics down and I really can't give any advice that you won't learn through repetition

And miphisto, animation physics aren't the same as the scientific definition of universal physics. Those are irrelevant to animations. And your comment about force, I really don't think it fits under acceleration. Acceleration is the gradual increasing of an object's speed through gravity, what you're describing (less frames more distance) is a completely different concept unrelated to physics. Thanks though
Saline
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Mar 16, 2007 2:26 AM #26596
http://denvish.net/ulf/150307/83288_noonebetterhavethisentri.php this is what my particles look like now. Any way to improve on them, also how do you keep your lines the same size?
Exile
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Mar 16, 2007 2:29 AM #26597
Quote from Exilement
This is the main thing I will be doing: If you post an animation here, I'll break down what's wrong with it as detailed as possible, make suggestions as to what could be better, and tell you what level the animation is at (Noob, Beginner, Inter, everything in between).


Yeah go ahead, but honestly particles aren't my areas of expertise. I'll do what I can.

I'm going to sleep so anything posted here, I'll comment on tomorrow.
T Man
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Mar 16, 2007 2:30 AM #26598
hey exilement, just talked to you, any ways

tell me what you think.

http://denvish.net/ulf/140307/80976_RAGE2.php

later
Nikkatzu
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Mar 16, 2007 2:55 AM #26601
Hey, as of now ill be helping answer questions here as well (I talked to Exilement) but ill be more focused on fullbody.

Heres what I think of Rusender's and Tman's.

Tman- Looking great, though that run still bothers me. Try making the backround more detailed. Also, some of the more powerful hits could use a bit more anticipation. Finally some of the kicks in this flash look more like he is i guess you could say "walking" on the opposing stick. And when he does the backflip, his knees should bend. Overall good work.

Rusender- The stick doesnt look like hes being sucked in by a magnet, but rather more...jumping into it without bending his knees. Theres this unnesicary antic where he actually pushes off of the ground with one foot. Also as this is a magnet, when his arms come off of it, it should almost be like there is an invisible adhesive on the magnet, and the head should stay attached. one other thing you may want to do is bring the magnet actually back some when the body impacts it. Keep animating, i havent seen much by you.
It's Me
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Mar 16, 2007 3:07 AM #26602
Not animation based but do you know how to make 3 colored gradients in flash?
T Man
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Mar 16, 2007 3:07 AM #26603
Hey thanks Nikkatzu, big improve ment from my teleporting huh? what level do you think that animation is?
radicalstich
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Mar 16, 2007 5:27 AM #26609
uh i don't know if this goes here but i am look ing for a beam tutorial or anim to study?

Anyone got a link somting?

Thx in advanced
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Mar 16, 2007 6:03 AM #26612
Quote from DemonicAngel
http://denvish.net/ulf/150307/83288_noonebetterhavethisentri.php this is what my particles look like now. Any way to improve on them, also how do you keep your lines the same size?


Well, your particles need detail. They need to break off into smaller peices.

This is what you could try next.

After that, try to make them dissolve in defined shapes, and try to make them partly dissolve, and partly fall to the ground. (If your making blood the last one helps)
Saline
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Mar 16, 2007 10:56 AM #26624
Thanks, I think that'll help me. Off to school. I will edit this post latar.
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