Sep
23

Welcome to Adobe Flash CS4

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Adobe Flash CS4
On first launch of Flash CS4, you’ll find what I regard as a smart and mature interface. It is amazing to think this is the same program as version 3 when I first discovered it.  There are no major changes to the interface in Flash CS4, it will still look familiar to you if you are coming from previous versions. What changed are several subtle refinements to the overall look and feel. Most notably is the new Properties panel – for the first time ever, it is vertical!

CS4 Properties panel

Personally this is a major improvement because I have never been able to find a happy home for the older horizontal Properties panel. I use a high a display resolution as physically possible (1920×1200 minimum) and docking the older Properties panel created a lot of empty panel space. Having it undocked forced me to constantly move it around as I worked. Now with CS4, the vertical Properties panel docks perfectly along with the rest of the panels.


Like previous versions, you can create and save your own custom workspaces, but you may not even need to with the new array of well thought workspace designs Adobe has provided via the menu dropdown. The default is aptly named Essentials and depending on your task at hand, Animator, Classic, Debug, Designer, and Developer are within quick and easy reach.

New Panels
Allow me to introduce to the brand new Motion Editor panel, a powerful new tool that provides full control of each individual property of animated objects. Think of the Motion Editor as the Timeline panel’s older brother. We’ll discover its power later on.Kuler is now integrated into Flash CS4! The well known and highly praised web-based color mixing application from Adobe is now within easy reach as its own Flash CS4 panel. Very “kool”!

The Motion Presets panel (another one of my new favorites) provides easy access and management of default and custom saved animations. This means anyone can save an animation as a preset and apply it to another object with the click of a button. Build vast libraries of reusable animations and save hours of valuable production time. Supports import and export of presets for sharing across teams.

Motion Model (object-based animation)
For those of you who have ever used Flash for animation, then you are probably familiar with Motion Tweens, a Flash animation staple since the dawn of time. Motion tweening has always been a very straightforward and simple process. The tween essentially interpolated animation between 2 keyframes. This interpolation was based on changes to the object’s properties (position, scale, color effect, etc.). What was limiting about the Motion Tween was that it was frame-based, hindering the ability to control multiple properties over the span of the tween.

Now, take all of what you know about the “classic” tweening method and put it up on a shelf for a moment.

Adobe has completely rewritten the animation core. The new Motion Model is object-based, not frame-based. This is the major difference between the 2 methods and it opens up several new doors that the older Motion Tween model didn’t allow for. Object-based tweening enables additional properties to be controlled independently while reducing the number of steps required with the “classic” tweening method. When a Motion Model tween is applied to an object, a motion path is automatically generated on the stage. This path is easily modified with Bezier handles and timing can be adjusted throughout an animation without having to manually insert keyframes in the timeline which would break a “classic” tween.

Knowing that the new object-based Motion Model will break any and all previous workflows, Adobe has retained the previous method of motion tween via the right click context menu. It is now appropriately named “Classic Tween”. Thanks Adobe for listening and realizing that having 2 options is always better than 1.

Motion Editor
If the Timeline panel is used to make your bigger brush strokes, then the Motion Editor is used for your smaller and more detailed brush strokes. The Motion Editor is a powerful new panel that provides fine-tuning of your animations. This is as close to an After Effects timeline as Flash has ever been. Here you can easily edit and control animations across individual properties without touching the Timeline panel. You now have complete freedom to adjust parameters such as rotation, size, color, and more within a tween.

The first category of properties is Basic motion. Here you can fine-tune the position of your object based on its “X”, “Y” and “Rotation Z” axis.  The second category is Transformation, allowing you to control the Skew and Scale of your object along it’s “X” and “Y” axis. Each property has its own hot text slider for quick and easy adjustments as well as the ability to add and remove keyframes.There is also an Eases category that provides a list of preset eases and the option to create your own custom eases. You can apply easing to any or all of the properties you wish.

With key modifiers, you can edit the curve of each property and then copy and paste curves from one property to another.
Some of you may rarely use the Motion Editor depending on your animation needs. As for animators using Flash, the Motion Editor may just be the feature you have been waiting for. Imagine a workflow where you can block out your basic animations on the stage using the new object-based Motion Model, and then delve deeper into your animation using the new Motion Editor. Flash bliss if you ask me.

Bones (Inverse Kinematics)
It’s here! It’s finally here! Remember when you were a little kid and Christmas morning couldn’t come fast enough? Well the holiday gift-giving just came early this year. Inverse Kinematics is now in Flash! I have to say, I have been drooling over this feature since Macromedia’s MAX conference in New Orleans back in 2004. I was there as a speaker and during my session showed how I simulated Inverse Kinematic by editing the center point of a symbol based on how I wanted it to rotate. It was not really close to Inverse Kinematics but it sufficed for many years. After my session I was approached by a Flash engineer who happened to be attending my session. With his laptop in hand, he showed me an internal Flash “IK” prototype that was very promising. He later sent it to me to test and play around with but ultimately the feature never made it into Flash for what I can only imagine was internal political reasons.

That was then, this is now.

Adobe has appeased the masses by introducing Bones, inverse kinematics  for Flash CS4. Simply put, the Bone tool allows you to quickly link several objects together to create a chain-like effect.  It is essentially that simple to use too. Duplicate a Movie Clip several times on stage and arrange them as you would like. I have chosen to create a box car scenario.

Using the Bone tool, click and drag from one Movie Clip to another, repeating this procedure for each additional Movie Clip.

The very first object in the chain automatically becomes the “parent” in the chain. Flash automatically creates an “Armature” layer for the chain to reside in. Once the chain is complete, use the Selection tool to click and drag one of the objects to see the armature at work.

With the armature selected, the Properties panel is updated to reflect several options. You can enable constraints for joint rotation using simple check boxes and hot text sliders. This is very useful in situations where character animations are rigged with the Bones tool. You can specify how far individual limbs can rotate based on anatomical accuracies. The Properties panel also provides “X” and “Y” constraints in the same fashion.  Individual custom constraint parameters can be set for each individual Bone in the chain.

An armature can easily be animated but they can also be developed for manipulation at runtime in the Flash Player. Select the Armature layer in the timeline and then use the drop down in the Properties panel to change the type from Authortime to Runtime.

3D Transformation tools
If all of that wasn’t enough, Flash CS4 supports 3D transformation and rotation of objects in 3D space! Select the 3D Rotation tool from the Toolbar and select an object. Here I have imported a bitmap and converted it to a Movie Clip symbol.

With the object selected, a visually intuitive cross hair is displayed, allowing you to manipulate the object along its x-, y-, and z-axis.

The Properties panel provides local and global transformation tools for precise control. Field of view allows you to numerically define the angle and depth of your animation.

Vanishing point enables you to define the location at which your animation disappears in the distance.

Summary
I can easily recall being excited about previous releases, but Flash CS4 may prove to be the most exciting Flash release to date. There are of course a lot more improvements to Flash that you will just have to discover on your own, but at least now you have an idea of some of the major enhancements Adobe has provided.  In upcoming days and weeks, I will be writing and recording more Flash CS4 content that delves much deeper into the intricacies of its features.
To learn more about the entire CS4 suite of tools - check out Colin Smith’s CS4 learning site and David Stiller’s CS4 video tutorials for Layers Magazine.

25 Comments So Far

  1. I’m really loving this! The horizontal properties panel was always a nightmare too. SO glad it’s been refined!

    Pasquale at Sep 23, 08 at 10:03 am

  2. [...] features in all of these apps!).  Chris Georgenes, for example, spells out a number of Flash UI improvements at his keyframer.com site.  Colin Smith demonstrates some slick new Photoshop features at [...]

    David Stiller’s blog » Blog Archive » Flash CS4 Video Tutorials from Layers Magazine at Sep 23, 08 at 10:27 am

  3. Wow this all new features! The 3D transformation tool look awesome and the bones are great!! The motion editor looks a little bit complicated but is ok. I read somewhere before that the new motion model could be based in time (like After Effects) rather than frames, but now is Object based, is this new model better? Thanks Chris for sharing this amazing news!

    Robert at Sep 23, 08 at 1:10 pm

  4. [...] CS4 appears to have added some really great features for animators. Chris Georgenes has a great run-down. Share and [...]

    Flash CS4 Features | Ajar Productions at Sep 23, 08 at 3:38 pm

  5. Thanks Chris for a great introduction. Will we see your Flash CS4 basic tutorials this year?

    Radu at Sep 23, 08 at 10:03 pm

  6. Thanks all.
    @ Radu: yes, you will. Beyond the tutorials and videos I plan to create and post here, I am currently updating How to Cheat In Adobe Flash CS3 for CS4, updating the articles I wrote for adobe.com and plan on doing another DVD series for Colin Smith (photoshopcafe.com) about using the 12 principles of animation in Flash.

    chris at Sep 23, 08 at 10:14 pm

  7. [...] Keyframer [...]

    blog://Flavert Media Lab » Blog Archive » It’s here, Adobe Creative Suite 4 (CS4) at Sep 24, 08 at 2:28 pm

  8. Wow, this looks like the first update that really gives animators some new tools to learn in a long time.

    I think right now, the Motion Editor looks like it’ll be the most useful feature to me, and I really like the look of the new properties panel. Also, I must say it looks slicker with the After Effets style drag properties!

    I have a feeling that the Bones tool will become an over used gimmick… and that we’ll come to hate the default Deco presets that ship with Flash. Hopefully it’s quite easy to make your own.

    It’s a shame that, judging from David Stiller’s video, that you can’t set the frame number of a graphic symbol during a tween, ala the symbol comp technique (with different mouths inside the symbol, that you switch frames of to show different mouth shapes etc). I guess that means we’ll have to animate inside the symbol and then tween that instead, but that requires more timeline jumping.

    Ranoka at Sep 25, 08 at 5:08 am

  9. I just checked Lee Brimelow’s video on CS4:
    http://www.gotoandlearn.com/play?id=87

    I didn’t know about applying Bones (IK) to raw shapes, that actually makes the feature a lot more appealing, because that will actually help to make things look less stiff.

    The motions panel is nice too, will be a good time saver to re-apply motions that you regularly use, and share tricky tweens with each other.

    Ranoka at Sep 25, 08 at 6:02 am

  10. @ Ranoka: yeah, the fact that we can’t control a nested animation in a Graphic symbol with the new motion model is precisely why Adobe retained “Classic Tween” in CS4. During beta testing we told them this broke our biggest workflow as animators and they needed to support it or give us back Classic Tween. They did of course. So for now, we have the best of both worlds until the next cycle where we can try to get this functionality included for the motion model as well. It’s not easy to bake into the object-based tween model in CS4 - after playing with it you’ll see why. It’s different and definitely a step forward in most ways - but a step backward if you want to control graphic symbols - so I can see us animators using a combination of Classic tweens and the new Motion Model for our work.

    chris at Sep 25, 08 at 9:34 am

  11. Wow this all new features!
    3D o_0

    MofS at Oct 2, 08 at 8:21 pm

  12. I was at Flash on the Beach on Tuesday, and Adobe had a booth with Flash CS4 running. I asked the guy if you can do a raw shape with Bones at runtime (since I had only seen MovieClip based rigs working at runtime) and he wasn’t sure but gave it a go, and it did work! You get a lovely flowing effect, would be great to play around with that stuff and plug it into a project.

    Ranoka at Oct 3, 08 at 3:21 am

  13. Wow, thanks for sharing Ranoka. The Bones tool looks more cool now.

    Robert at Oct 4, 08 at 3:13 am

  14. Yeah thanks Ranoka - I had yet to try that myself (or even think to).

    chris at Oct 4, 08 at 1:35 pm

  15. do you know your blog is listed on this blackhat site? blackhatbootcamp.net/listofwordpressblogs/

    James at Oct 8, 08 at 7:55 am

  16. Having come from a 3D background, I have been frustrated with Flash’s limited animation controls. I’m thrilled at how closely these new features in Flash CS4 resemble the sophisticated 3D animation tools.

    There’s a section on http://lynda.com which demonstrate these new features in the new release.

    Jackie at Oct 9, 08 at 9:18 am

  17. Thanks for the writeup! I can’t wait to get my hands on CS4. The properties panel has been long overdue for an overhaul as is the library panel in my opinion.

    One of the suggestions I made to Adobe was to add a way to know where instances of symbols are used by adding such a feature to the contetext menu for the items in the Library. Have they added that feature or do I still need to hunt for them?

    Do you know of any advancements to JSFL in this version?

    Anil natha at Oct 9, 08 at 10:34 am

  18. Just wanted to know if Flash CS4 is FINALLY going to offer customizable brushes, similar to illustrator and photoshop. Any chance of this happening?

    Patach at Oct 20, 08 at 1:55 am

  19. Does CS4 allow for shape tweening to be eased in and out. No one seems to know. Since a few of you may have had hands on with it, can some one tell me ?

    Jeffrey K. at Oct 28, 08 at 3:17 am

  20. @ Jeffrey K.: yes you still can add easing with shape tweens - but note that it works the same way in CS4 as it does in CS3 - easing for shape tweens is a basic slider allowing for easing in or out. The new Motion Editor is not activated for shape tween spans (only new Motion tween spans).

    chris at Oct 28, 08 at 9:43 am

  21. @ Patach: currently Flash CS4 does not support custom brushes and I see this asked every cycle - i agree it would be great to have in Flash. There is a new Spray Brush tool and Deco tool - but for custom brushes, you should stick with Ai and import into flash.

    chris at Oct 28, 08 at 12:30 pm

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