Editing Your Frame-by-Frame Animation

It's rare that your first crack at any given animation will be your last. Typically, you'll start with a few keyframes, test the result, add a few frames, delete a few frames, and so on until you get precisely the look you're after.

This section shows you how to perform the basic frame-level edits you need to take your animation from rough sketch to finished production: inserting, copying, pasting, moving, and deleting frames.

The first time you run your animation in Flash Player, Flash assumes that you want to run it over and over (and over and over). Fortunately, you can rid Flash of this annoying assumption. Right-click (Control-click) your animation, and then click Loop to remove the checkmark. Other useful options include stopping your animation, rewinding it, and even stepping through it frame by frame. Chapter 19 covers animation testing in depth.

Figure 3-7. The first time you run your animation in Flash Player, Flash assumes that you want to run it over and over (and over and over). Fortunately, you can rid Flash of this annoying assumption. Right-click (Control-click) your animation, and then click Loop to remove the checkmark. Other useful options include stopping your animation, rewinding it, and even stepping through it frame by frame. Chapter 19 covers animation testing in depth.

Selecting a single frame or keyframe is as easy as zipping down to the timeline and clicking the frame or keyframe you want to select.

But if you want to select multiple frames, Flash gives you four additional selection alternatives:

No matter which method you use, Flash highlights the frames to let you know you've successfully selected them.

The smoothness of your finished animation depends on timing, and timing is controlled by the number of keyframes and regular frames you've included. This section shows you how to add and delete both.

Typically, you'll start with a handful of keyframes and need to insert additional keyframes to smooth out the animation and make it appear more realistic (less herky-jerky).

For example, say you're working on an animation showing a dog wagging its tail. You've got a keyframe showing the tail to the left of the dog, one showing the tail straight behind the dog, and a final keyframe showing the tail to the right of the dog. You test the animation and it looks okay, but a little primitive.

Inserting additional keyframes showing the dog's tail in additional positions (just a bit to the left of the dog's rump, a little bit further to the left, a little further, and then all the way to the left) will make the finished sequence look much more detailed and realistic.

To insert a keyframe into an existing animation: