MAKING YOUR BLAMIMATION® HAPPEN
Part One: Laying Down Your Audio
Step 1. Record your skit. BLAMIMATIONS
are fast and best watched in short doses, so don't let that thing run long!
Keep your hilarious audio to two or three minutes. Save it as a WAV file.
Step 2. Get Flash! We'll be working with Macromedia Flash MX Professional
2004. Can't find it anywhere? You can grab
a copy of Flash Professional 8 for just $699!
Step 3. Create a new Flash document. Go to File > New... and select
a Flash Document.
Step 4. Get familiar with some names for objects. The white square
in the center is called the stage. That's the box inside
which your BLAMIMATION will play.
Above, where it says "Layer 1,"
is the timeline panel. The numbers across the top show where
the frames will go.
Step 5. Look at your blank keyframe.
A keyframe is a special frame that says that something has changed about
the animation. Although you can create regular frames to follow keyframes, you
can only add objects, sounds and actions to keyframes.
Keyframes are marked by a little circle in the frame, on a given layer. This
new document has a blank keyframe, which means there's nothing on the stage here.
Step 6. Add your skit audio. Go to File > Import to Library... and find
your WAV file. Push Ctrl-L to look at your library. The library is a bank
of all the objects you'll be creating -- don't forget it's there!
To add the audio to the layer, click the blank keyframe so it's highlighted.
Then look at the properties panel below. (You can also find the properties panel
through Window > Properties.) Click the little white triangle in the bottom right
of the properties panel to open up more options.
In the Sound dropdown, select your skit audio that you imported to the library.
In the Sync dropdown, change the audio sync type to Stream. This is important
or your movie sounds and images might lose sync!
Step 7. Hit F5 a bunch of times. When you push F5 on a given layer
-- in this case, our Layer 1 -- it adds frames after the closest keyframe. You
should be able to see your audio waveform in the timeline now. Add a bunch of
frames, man -- just add a ton of damn frames! Add as many as is needed
to get to the end of your audio waveform.
Step 8. Create a new layer. We don't want to work inside Layer 1 anymore,
because that's got audio in it. So right-click where it says "Layer 1" on the
left side of the timeline, and Insert Layer. (You may want to name Layer 1 something
like "Audio" so you can keep track -- you can rename layers by double-clicking
their names.)
Part Two: Adding Some BLAMIMATION
Step 1. Just like any layer, your new layer can have frames and keyframes.
In your first blank keyframe, use the Brush or Pen tool to draw some damn thing.
It can be anything your imagination desires!
Step 2. Select the Selection Tool (by pressing V) or the Free Transform Tool
(by pressing Q) and drag a box around all of your drawing. Then hit F8.
F8 converts your selected drawing into a symbol. Learn to love
the symbol. You must understand the symbol. The symbol is a special object that
is in your library. We're doing a simple BLAMIMATION, so select the Symbol Type
to be a Graphic. Also, give the symbol a meaningful name, like "the_hideous_thing_i_just_drew."
Step 3. Now you've got a symbol. Let's pretend it looks like a character who's
talking. Now here's the fundamental concept behind the BLAMIMATION.
You can hit Enter at any time to hear the audio at this point on the timeline.
A little vertical line will show you the exact point you're listening to. Listen
for the part where this character is supposed to be talking. (It'll probably
coincide with a little blob on the waveform in the audio layer, Layer 1.) If
your keyframe, with your symbol in it, is in line with that blob on the audio
layer, then that character will be onscreen when that audio plays.
You can drag your keyframe with the symbol in it to this point on the same
layer. Try it! But don't move it to the audio layer! Just straight across. Yeah,
that's it.
Don't forget to add frames after this keyframe by pushing F5. Otherwise,
your drawing will just disappear after its layer's frames run out. Frames
tell the animation to keep the last keyframe on the screen longer.
Step 4. So let's say your audio changes after a while so it's not this character
talking, but his friend. You want to change the symbol on the stage to something
else. Here's how!
Step 5. On the frame on his layer where someone else starts talking, right-click,
and select Insert Blank Keyframe. Bam! Your symbol is still on the preceding
frames (and keyframe), but here you have a new blank to work in.
Now you can repeat Step 1! Make a new drawing and convert it to a new
symbol!
Call it a different name, of course.
Also, remember that if you've made symbols, they appear in the library. So if
you wanted to bring your first character back in, you'd just have to make a blank
keyframe for him, make sure you're working in that blank keyframe, and drag him
from the library
to the stage. It's easy!
You can use the Free Transform Tool to resize the symbols on the stage. (This
doesn't affect the versions of the symbol in the library.)
Step DONE. That's honestly pretty much the meat of it. You
can see this at work in the first PvP BLAMIMATION. And I mean, that was pretty
good, right? You can find out how to do motion tweening, loading screens and
multiple scenes at many websites, but I find the most comprehensive is FlashKit.com.
Try their Tutorials!
It's
actually pretty easy. Scott never used Flash before and he had it down in like
a couple hours. So if you take more than a few hours to get it, man, just give
up forever.
HEY BLAMIMATORS! Include this official button somewhere in your BLAMIMATION! Resize it to fit if you like.
And remember, if you have any questions at all, go look it up on
the internet! I'm not a babysitter.