Welcome to Adobe Flash CS4

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.

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31 Responses to “Welcome to Adobe Flash CS4”

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

PasqualeNo Gravatar added these pithy words on Sep 23 08 at 10:03 am

[...] 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 added these pithy words on Sep 23 08 at 10:27 am

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!

RobertNo Gravatar added these pithy words on Sep 23 08 at 1:10 pm

[...] 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 added these pithy words on Sep 23 08 at 3:38 pm

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

RaduNo Gravatar added these pithy words on Sep 23 08 at 10:03 pm

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.

chrisNo Gravatar added these pithy words on Sep 23 08 at 10:14 pm

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.

RanokaNo Gravatar added these pithy words on Sep 25 08 at 5:08 am

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.

RanokaNo Gravatar added these pithy words on Sep 25 08 at 6:02 am

@ 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.

chrisNo Gravatar added these pithy words on Sep 25 08 at 9:34 am

Wow this all new features!
3D o_0

MofSNo Gravatar added these pithy words on Oct 02 08 at 8:21 pm

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.

RanokaNo Gravatar added these pithy words on Oct 03 08 at 3:21 am

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

RobertNo Gravatar added these pithy words on Oct 04 08 at 3:13 am

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

chrisNo Gravatar added these pithy words on Oct 04 08 at 1:35 pm

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JamesNo Gravatar added these pithy words on Oct 08 08 at 7:55 am

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.

JackieNo Gravatar added these pithy words on Oct 09 08 at 9:18 am

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 nathaNo Gravatar added these pithy words on Oct 09 08 at 10:34 am

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

PatachNo Gravatar added these pithy words on Oct 20 08 at 1:55 am

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.No Gravatar added these pithy words on Oct 28 08 at 3:17 am

@ 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).

chrisNo Gravatar added these pithy words on Oct 28 08 at 9:43 am

@ 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.

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De Sexo VideoNo Gravatar added these pithy words on Nov 30 08 at 12:42 am

my cs4 gripes:

does anyone know a way to possibly switch the properties panel back to horizontal, in my opinion the new update is lame, very lame. I loved having it horizontal like in cs3, i’m trying to embrace the change but i want the ability to change it back to horizontal in cs4. i feel like there is more real estate for a horizontal properties panel.

also, does anyone know how to actually get Full preview mode to work? in cs3 if you were editing symbols in place and had the Edit–>Preview Mode–>Full on, you wouldn’t get the lame whited out effect that is on when you use, outlines, fast, or anti-aliased.

the motion editor is weak, getting things to view correctly with the graph editor is difficult and cumbersome, it should be just like after effects, like exactly, don’t re-invent the same wheel you’ve already invented adobe, tweens are still better through code too.

they will never add text on a path. you always have to have illustrator or photoshop to accomplish this, really lame. this is just a general flash problem that should have been included in flash since the macromedia buy-out.

and the biggest gripe of all, this is just a major brain fart. who decided to change the zoom tool from z to m? oh yeah that’s right since i’m always gonna use the super limited inverse kinematic tool in flash i don’t really want zoom on z anymore, it’s cool, photoshop, after effects, illustrator and virtually every other program out there has z as zoom cause um… it’s logical? the letter goes with the command? what the F were they thinking? oh we’ll change it to M that will really make everyone that’s been using flash for years stoked on having to relearn that…

adobe get your isht together.

all the same, since they have a monopoly on the entire design world i guess i’ll just have to live with what they give me just like microsoft and apple. sweet!

maybe the three should merge? microppobe?

jNo Gravatar added these pithy words on Apr 28 09 at 9:13 pm

Thank you for that rant, i.
Now I [capital] have some feature requests for you guys at Adobe.
http://www.lehuanet.com/kevin/flash_features.shtml
You really need to have an obvious feature request system at Adobe.com (and not some stupid forum… I mean something like the Send Feedback page at animusic (http://animusic.com/reviews-send-feedback.html).

personmanNo Gravatar added these pithy words on Aug 30 09 at 3:06 pm

I can’t find the solution anywhere. I’m doing a 3min vid in flash CS4. Dunno whether it’s a bug or I’m doing something wrong but excuse the volume but AAAAAAGGGHHH

I’ve psd symbols moving about on layers of their own. One is causing major probs. Im using the classic tween and a symbol is moving along wagging up and down like a dog’s tail. I set it up and it works fine – move on to the next instance – and when I return to the original – it’s all over the place. I fix it up. Go back to the other – now that’s shifted all over the place. I converted it all to keyframes – it’s still jumping everywhere.

I gave up then and went for a drink.

Would anyone please please have any idea?

regards – Ken

dizasteroidNo Gravatar added these pithy words on Dec 28 09 at 11:01 am

@ j: Sheesh, take it easy. Everything’s not “lame” because it doesn’t suit you. Gripes are fine. I’ve got my share. But you sound like the kind of complainer I’d hate to have to work with everyday.

Now, regarding the IK tool. Here’s my take so far. It feels like a step in the right direction but still kind of half-baked. Or maybe it is more accurate to say that, when you open up a technique like IK, you have to include some other things to make it truly useful. Specifically, you need to add the concept of “End Effectors”/IK handles or constraints to the end of IK chains or else they’re not so useful. There needs to be a way to hold the feet in place while you move the body or using it for walks isn’t that great.
For instance, in your tutorial, which is quite good, the end result animation looks great except for one thing. There is no movement of the center of gravity. The monkey’s body doesn’t move up and down or back and forth during the walk…like it’s nailed into place.
Now I happen to have a strong suspicion that this is due to the nature of Flash’s limited IK implementation rather than any oversight on your part. You’re a good animator and that’s obvious. But I’ll bet that you didn’t move the body during the animation because it kind of screws everything up when you do.
With an IK setup in a typical 3D app (Maya, Max, etc.) If you moved the body, the legs would stay planted on the ground. Makes this aspect of adding believable weight easy. But Flash doesn’t do this. That is the main reason that this feels less useful than it should. I hope that CS5 includes some tools for creating true “rigs”. If they’ve gone this far, they need to do that.
Personally, I would have been happy with simple parenting of layers or symbols. IK is a demanding mistress and they need to give her some more attention.
What do you think Chris?

ThatMikeGuyNo Gravatar added these pithy words on Feb 03 10 at 4:55 pm

@J: I actually always hated the horizontal Properties Panel. I have always felt it was a waste of screen real estate. I sometimes open older versions of Flash from time to time and the old PP really bums me out. I love the new vertical PP because it docks perfectly along the side and doesn’t waste any space now (I use fairly high screen resolutions).
Full Preview Mode works when you go to View > Preview Mode > Full (it’s been that way for several versions).
I agree 100% about the ME and that it should be exactly like After Effects.
I also agree about changing Zoom shortcut to “M” – that was a mistake. But for me, no where near the biggest gripe at all – hell I never even complained about it – I think I am just more laid back about some things.
I can tell you first hand, Adobe works really hard – they listen and are some of the best people I have known.

@dizasteroid: I’d have to see your FLA to offer advice.

@ThatMikeGuy: You have a great eye – yeah, the IK armature prevents 100% articulation so the body, being the root bone, is limited in its movement.
IK in Flash needs the ability to “Pin” certain bones (feet) to suggest weight/gravity. Ik will get better but we may have to wait longer :(

chrisNo Gravatar added these pithy words on Feb 04 10 at 12:54 am

Hi I’m new at flash and I’m using cs4 for character animation and lipsync using symbols. in the older versions, i’m told you could get a plug in which opens a window with all your different graphics for the mouth piece. making it much easier to lipsync as you have the visual reference right infront of you. This is supposed to be inbuilt in cs4, but I dont know how to activate it. can anyone help?

daveNo Gravatar added these pithy words on Feb 10 10 at 9:19 am

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