Nice animation there, I do have one suggestion for ya. The color of our favorite dragon character and the trees in the background is very similar making him blend in a big too much with the background when he should be sticking out from it. For the background I would make it darker, which you can easily do by adjusting the brightness level on that symbol, or at least I hope your instructor is teaching you guys correctly and have you put these things inside symbols! One important thing about staging in animation is that you want to stage your background AROUND your character, helping bring your character out to the forefront, since he is our focus afterall.
Haha I know what you mean. I had to go off Zelador's usual tone of green to a different one because it was alot worse than this, and I didn't think I had time to do the trees. However if there was a way to dim the symbol I wish I knew it! Hah. No, he didn't teach us how to do that with symbols. Actually he didn't teach us anything about symbols yet. However he taught the class about using layers so they wouldn't have to redraw everything and how to move objects. No, he didn't teach motion tweening either, and as you can tell it apparently works different in CS6 than in CS3 so I had to grab the trees and move them individually.
Speaking of trees, back to a certain question. Would I just dim the trees dark like you suggested or find a muted/darker tone of green and leave the highlights? Would there be any difference? Thanks for the notes and help
Yikes! That makes it really hard to adjust, fix, pan, etc when they're not symbols or even better yet "nested" symbols, which are symbols inside of symbols. One thing I was always told not to do was animate in the main timeline. That's a big no-no. You do all your animation inside of the symbol comps. On the main timeline, you usually would have your scene comp symbol, audio track, and your animatic. Inside the scene comp symbol you would have all your characters and backgrounds on layers, then inside your character symbol would be your character comps. Zelador would have his own symbol with all his "parts" on layers inside of it for you animate individually. With everything being symbols, not only is it easier to manage and organize, but you can add effects such as alpha, brightness, tinting, etc. It is in the properties section when you select a symbol on the stage. So if your background was a symbol you could just adjust the brightness level to fix it. I could send you along one of my Tooth and Claw scenes if you'd like to take a peak at how I do it. I still use Flash 8 for everything, because really beyond CS3, Flash really didn't do anything to help out animators except add more junk we didn't really need and change the way we tween things to make it harder and against our traditional animation ways. You can still use the "classic" tween, but once you get to CS4 and up it takes more memory, resources, etc, and just slows everything down. Flash 8 still does everything I need it to and a lot of studios still use it!
But yes, that I wasn't too aware of, and I thought it wasn't that smart although alot more organized. when you have animated symbols on the stage, is there a way you can see them play as you move around the main timeline? Or do they have to be graphics and not movie clips?
Go ahead and send me your email address in a note and I'll send you over a file that's got a lot going on in it. Oh yeah, NO MOVIE CLIPS. Reason: You can't select instances (frame numbers), can't choose to play once, single frame, or loop, and if I recall you don't have the alpha, brightness, etc, options available. The only reason why you would movie clip something is for interactions with actionscripting because that's how AS talks to symbols. Another reason for making a symbol a movie clip is to add neat effects to a symbol like blur or something, but it tends to mess up sometimes when the symbol starts to get moved around and you can't play any internal animation. Why they are called Movie Clips, I have no idea. Symbols need to be graphics so you can choose where, when and how to playback its internal animation.