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Flash Frame-By-Frame Animation: Keyframe and In-Between Basics

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Creating More Keys

We need to set our primary keyframes. Keyframes are just that: key points in a sequence of motion that define pivotal points in that motion. The beginning and ending positions are always going to be your first keyframes, and most important, but equally important is defining other pivotal points inside that sequence. You may have one secondary keyframe, or ten; for example, if you're animating a character turning in a circle, you might define a secondary keyframe for facing left, facing right, and facing away, while your first and last keyframes would be the same (facing the viewer).

For this animation the primary points are the apex of the first arch, the point of impact, and the apex of the next arch, for a full cycle. (Tip: turn on Onion-Skinning so that you can see previous and future frames in outline while you work.) I started by copying my first frame to the very end of my cycle; I chose 13 frames, as an odd number makes it easier to divide at key points with the same number of frames to either side--and this lets me set it at one frame over a second. Once I copied that frame I moved it to the point that the ball would bounce to on its next cycle.

At my midpoint, Frame 7, I drew another circle--flattened from impact, resting to the ground at a point halfway between the two arc apexes. This is my midpoint, and the point where the ball strikes the ground.

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