Adobe Animate: Beginner's Guide: Navigating Workspaces The Tool Bar
Adobe Animate: Beginner's Guide: Navigating Workspaces The Tool Bar
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Table of Contents:
Navigating Workspaces………………....3
The Timeline…………………..…….12
Insert Frame…………………..……....13
Insert Keyframe……………….……..13
Insert Blank Keyframe………….……13
Onion Skin ..………………………...14
Using Symbols…………………….…...15
Convert to Symbol………………...…...15
Movie Clips vs. Buttons vs. Graphics….16
Looping Options……………………….17
Arrange Symbols…………………...….17
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Tweens……………………………….....18
Classic Tween………………………......18
Motion Tween…………………….…....18
Shape Tween…………………………...19
Properties Panel……………………......20
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Navigating Workspaces
This is what you will see when you first open Adobe Animate:
However, if you prefer the layout of this workspace, you can still access all the elements of the
Animator Workspace by going up to the Window dropdown menu. All panels can be located
and opened from there.
To change workspaces go up the Window dropdown menu and select Workspaces >. Then
choose Animator. This is what the animator workspace looks like:
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You can move around any panel in this workspace by holding down on its title and dragging it to
where you want it to be. You can also edit the size of these panels by using the adjustment
arrows. If you ever want to reset the workspace to default, open the Window dropdown menu
and select Workspaces >. Then go to the bottom of the menu and select Reset “Animator”...
This is the Tool Bar. By right clicking on any of the tools that have a triangle in their bottom left
corner, you have more tool options. A description of all of these tools is listed below:
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If you right click on this tool, you can also select the Gradient Transform Tool. This allows
you to freely edit the gradient of a shape (if you’ve applied a gradient to the shape).
If you right click you can also use the Polygon tool and the Magic Wand. The Polygon tool
makes the same type of selection as the lasso tool but instead uses straight lines. The Magic
Wand tool is a sort of smart selection tool.
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The difference here is that the Classic Brush tool automatically smooths the lines of your
drawing and the Fluid Brush tool does not:
Additionally, the Fluid Brush tool allows for customization while the Classic Brush tool does
not. That means you can edit the settings of the Fluid Brush in the Properties Panel so that it
smooths your lines. You also have control over exactly how much smoothing it does.
You have more options and more control. For this reason we typically recommend always using
the Fluid Brush tool on your detailed drawings. The Classic Brush only makes sense for
simplistic drawings.
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Note: when you create a shape using one of these tools, the outline and the color fill are
technically different objects and can be moved separately (unless you are in object drawing
mode). If you want to move both a shape’s outline and a shape’s fill, you have to click and drag
using the selection tool to select the entirety of the object.
The difference between a regular Rectangle tool and a Primitive Rectangle tool (or an Oval
tool and a Primitive Oval tool) is that the primitive tools have hinges that allow you to edit the
shape. The regular shape tools do not.
However, if you ever want to edit a regular shape that was not made using a primitive tool, you
use the Free Transform tool.
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Point tool to add or remove anchor points. The last tool you can choose is the Convert Anchor
Point tool. This will convert any point where two lines meet into a sharp corner.
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Allows you to drag and move your stage around. You can also use the Rotation tool (Shortcut:
shift + H) to rotate your stage. The Time Scrub tool (Shortcut: shift + alt + H) allows you to
easily scrub through your timeline.
If you click on the three dots on the very right of the tool bar, this will allow you to access some
other tools such as the 3D Rotation tool and the Bone tool.
For almost every tool that you use in Animate, you can edit its
properties in the Properties Panel in the Tools tab. This tab will look
different depending on the tool you are using.
As you can see, there are two color boxes under the Color and Style
drop down menu: one labeled Fill and one labeled Stroke.
In this panel you can also switch between the two drawing
modes: Merge drawing mode and Object drawing mode.
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The Fluid Brush Tool’s Properties
The Fluid Brush Tool’s property panel has all the same features as the Classic Brush tool’s
property panel and more. The Fluid Brush tool gives you a lot more ability to customize the way
your brush tool functions.
You can also save your brush settings as a preset so you can use them over and
over again.
This cutting feature can be useful in creating shapes with unique, but sharp, edges. You can use
merge drawing mode as a makeshift knife tool.
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The Color Panel
While you can change the color of your brush or your object
in the Properties Panel, there is also a panel for editing
colors in more detail
In this panel you can edit colors numerically to get the exact
look you want. You can also add your color to the Swatches
Panel by clicking “Add to Swatches” once you have a color
you like selected.
You can also edit what type of color you are using. If you
click on the drop down menu that will, by default, say Solid
color you will see the
other options: Linear
Gradient, Radial
Gradient, and Bitmap fill.
Bitmap Fill
The Bitmap fill allows you to insert an image from your library into your object.
You can edit which part of your image shows by using the Gradient Transform tool.
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The Timeline
This is the Timeline. This is where Adobe keeps track of your animations. On the left you have
your layers. Here you can add layers, create folders, delete layers, hide layers, and lock layers.
Then on the right you have your actual timeline. It is important to know that each of these little
boxes represent a single frame. Above, where it says 24.00FPS, that is how many frames per
second your video will have. You can adjust this number (although 24.00FPS is the standard).
TIP: You can name your layers and folders by double clicking on the layer’s (or folder’s) name. We always
recommend labelling your layers and folders.
In the top center there are arrows that allow you to navigate back and forth through the frames.
The button that is a square with a black dot in the center is the Insert Keyframe button. To the
right is the Onion Skin feature.
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the Center Frame button. Lastly, there are four buttons that allow you to navigate the timeline
for playback easily: the loop feature (which allows you to restrict the area of the timeline in
which you will playback), the step back one frame, play button, and step forward one frame.
Keyframing…
The first important thing to know about the timeline is that there are three different things that
can fill the spaces of the timeline. A keyframe- which will be represented by a filled-in dot,
then there are blank keyframes, which will be represented by the outline of a dot. These will
create a blank slate for you to work with. Then everything else, the frames that don’t have
anything in them, are just extensions of the previous keyframe. They are in between frames. The
end of a keyframe’s range is represented by a small black line.
There are three options for making a new frame and they all do slightly different things: Insert
Frame, Insert Keyframe, and Insert Blank Keyframe.
Insert Frame
If you click Insert Frame, it will extend the previous frame. Like this:
^^This is an example of a b lank keyframe (symbolized by the outline of a dot in the first frame).
Insert Keyframe
If you click Insert Keyframe, it will create a new keyframe that contains the same image as
your previous keyframe. If you jump ahead a few slots you will notice that when it creates a new
keyframe it extends your previous keyframe.
Insert
Blank Keyframe
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If you click Blank Keyframe it does the same thing with one major difference: instead of
creating a frame that replicates your previous frame, it creates a completely blank slate.
Onion Skin
The onion skin feature of the timeline is probably one of the most important aspects of the
timeline. It allows you to see previous and/or future frames while editing your animation by
layering previous and/or future frames translucently over the current frame.
In Adobe Animate, this is what happens when you turn on the onion skin feature:
The green handles on the left and right of the onion skin allow you to adjust the range of the
onion skin.
In the top right corner you can choose what color the onion skins appear as. You can choose
different colors for previous frames and future frames. You can also type in the range in the
boxes here.
Opacity determines the opacity of the onion skin. By “Starting opacity” it means that this is
what opacity your onion skin will appear in the frames closest to your current frame. The
“Decrease by” option adjusts how much the opacity will decrease with each frame away from
the current frame.
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So for example, if you are on frame 5 with an onion skin that shows the previous two frames,
frame 4 will be at 70% opacity and frame 3 will be at 50% opacity because it is decreasing by
twenty percent each time.
The two icons in the bottom left corner stand for: “Show keyframes only” and “Anchor
markers to a fixed position, independent of playhead.” The icon in the bottom right corner
stands resets the onion skin settings.
If you ever are having trouble with your onion skin, the advanced settings are the best place to
look.
Using Symbols
Symbols are used for minor, detail-oriented animations. Usually symbols will allow for minor
animations to occur within a larger overall animation.
A symbol creates a contained timeline. Symbols allow you to keep your main timeline simple
and organized.
For those of you who are familiar with After Effects, Symbols are similar to pre-compositions.
When you create a symbol, it gets added to your library. This means you can reuse that
image/animation over and over again. Within your library, you can preview the animations of
your various symbols.
Convert to Symbol
To create a symbol out of something you have drawn, select the entirety of the shape you want
and right click (or use the F8 shortcut). This will pull up a drop down menu. Select “Convert to
Symbol”. You will be presented with this pop-up menu:
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TIP: Try to keep all of your symbols on their own unique layer. This makes future efforts to use
tweens much more simple.
Movie Clips and Graphics are the most commonly used symbol types. One primary difference
between a graphic and a movieclip is that the movieclip can exist as an animation on a single
frame of a parent timeline. Regardless of how many frames you extend that movieclip along the
parent timeline you will only see the first frame of it when scrubbing the timeline. But when you
test the file, the movieclip will play thru while it is present.
Graphic symbols can also be animations that get placed in a parent timeline, but they can only be
animated if they extend along that timeline for the same number of frames that they contain.
Movie Clips:
-Will not preview when you playback your timeline.
-Will not preview when you scrub through the timeline
-This is because the internal timeline is independent of the main timeline.
-By opening the Control dropdown menu and pressing Test, you can view the animation
of the movie clip in the context of the larger animation.
-You can code movie clip animations by giving it an “instance name”. (This is not possible with
graphics)
-Allow you to use filters and color effects.
Buttons:
-These are for interactive animations
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-Buttons contain four frames. Each frame of a button symbol represents a different state for the
button: Up, Over, Down, and Hit. These states determine how a button visually behaves when
the mouse is rolled over it or when the user clicks the button.
Graphics:
-Will allow you to preview when you playback your timeline.
-Will preview when you scrub through the timeline.
-This is because the internal timeline of the graphic is directly tied to the main timeline.
-Can not be controlled by code. But you can control your graphic symbols in the Looping
section of the Properties panel.
Once you hit “OK” your image will become a symbol. You’ll notice that your image is now
surrounded by a blue box like this:
If you select a loop, your symbol’s animation will loop indefinitely. In the loop settings you can
change the start frame. This means that if you had your symbol duplicated multiple times within
one scene, you could offset their animation so that they are not all in sync.
The place once option will just play your animation all the way through one time. It will not
loop. Be aware that whatever the last frame of your symbol’s animation is will remain on screen
for as long as you have the symbol on screen. If you want your animation to appear and then
disappear, make sure the last frame of your symbol’s animation is blank.
Single frame allows you to choose one static image from your symbol’s animation to show on
your main timeline. This feature is particularly useful for animating mouth shapes. You can have
multiple mouth shapes within one symbol and then use the single frame + frame picker features
to animate mouth movement.
Arrange Symbols
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If you have only one symbol on a layer, it will always be in front. However, if you have multiple
symbols on one layer. You can arrange them however you’d like by right clicking on your
symbol and selecting “Arrange”.
Breaking Apart
If you ever want to undo a symbol (reverse the change) all you have to do is right click on your
symbol and select Break Apart.
Tweens
Tweens simplify the animation process by functioning as a shortcut for certain types of common
animation.
Classic Tween
The classic tween is great for creating movement. It can easily move objects across the page
and/or rotate them. The classic tween can do multiple things to your shape at one time.
Motion Tween
Position, scale, rotation, and movement can all be created with this tween.
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When you make edits using the motion tween option, lines with dots will appear to signify the
motion of your object. This is called a path. Every dot on the path represents a frame.
This will also allow you to make detailed edits to your tween.
Shape Tween
Shape tweens will morph your symbol from one thing to another.
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Properties Panel
This is what the properties panel will look like for the Classic
Tween.
You can label your tweens by giving it a name. This can be useful
if you are using a lot of tweens in your project.
The Effect options are: No Ease, Classic Ease, Ease In, Ease Out,
Ease In Out, and Custom.
For the Ease In, Ease
Out, and Ease In Out
effects you can customize
by selecting one of the nine interior options.
Each of these options will give you a different type of
ease.
This is what the properties panel looks like for the Motion Tween:
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When you select the “Orient to path” option in the Tweening section of the properties panel, it
automatically has your object follow the path in a more natural way. It moves with the path.
You can also easily add a clockwise or counterclockwise rotation to the object in the “Rotate”
section of the Tweening section. You can also decide how many times it rotates (count) and at
what angle it rotates.
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