All posts tagged good practices

A non-technical guide. Mostly...

This is not supposed to be an extensive study on the specifics of digital vector cutouts and how they differ from hand-drawn animation in regards to the application of animation principles, but there are such differences and I try to mention some of my findings.

The text is written in first person as it literally shares a personal approach and experience – a variety of techniques and methods, refined over many years to get the best results. Read more
Using Keyframes and Clas­sic Tweens makes re-timing easy. Slid­ing the keys to the left or right results in hav­ing more or fewer in-betweens and there­fore slower or faster movement.

A typ­i­cal prob­lem for time­line based appli­ca­tions is that the lin­ear rep­re­sen­ta­tion requires to tem­porar­ily have a dupli­cate keyframe. For exam­ple if we would like to have an object move from point A to point B to point C and then back to A with 3 in-betweens between the keys, the cycle will look like this: Read more
This foundational article is an attempt to describe the process of organizing a production in its complexity, focusing on character-related specifics and trying to cast light over areas that are usually not even mentioned in books about Flash.

We will be focusing mostly on the technical aspects of Flash animation production. The creative and artistic side of the problems will rarely be addressed.

The text below assumes that readers are already animators or people with interest and knowledge of animation, its specific vocabulary, methods and practices. Read more