Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By : Joseph Labrecque
Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By: Joseph Labrecque

Overview of this book

Adobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.
Table of Contents (19 chapters)
1
Section 1 – Getting up to Speed
6
Section 2 – Animating with Diverse Techniques
13
Section 3 – Exploring Additional Platforms

Animating with Shape Tweens

We now have a shape on the Stage area, ready to animate. At the most basic level, animation is performed within the timeline through the use of keyframes. Keyframes hold data values for certain properties, such as position, scale, rotation, and opacity. Creating multiple keyframes across time gives the appearance of motion, even though nothing is moving, but your eyes are tricked into processing the change in data between frames as motion.

Traditionally, when using a shape tween or even a classic tween, you manually create keyframes before making a change to the object properties in the Stage area. This is normally done by selecting a frame you'd like to create a keyframe on and choosing to insert a new keyframe from the buttons above the timeline, the right-click menu, the application menu by selecting Insert | Timeline | Keyframe, or using the F6 keyboard shortcut. You then select that keyframe and modify the properties of your object in the Stage...