Lesson Notes
Lesson 1
  1. Introduction
  2. Access the Server
  3. Drawing & Painting
Lesson 2
  1. Basic Animation
  2. The Timeline
Timeline Review
  1. Timeline Review
Lesson 3
  1. Symbols & Library
  2. Shape Tweening
Lesson 4
  1. Animation Review
  2. Break Apart
  3. Distribute to Layers
Lesson 5
  1. Motion Path
  2. Buttons
  3. Intro to Actions
Lesson 6
  1. Setting Up Projects
  2. Project Checklist
  3. Action Scripting Buttons
Lesson 7
Lesson 8
Lesson 9
  1. Animated Buttons
Lesson 10: Walk Cycle
  1. Character Design
  2. Terms Explained
  3. Project Overview
  4. Setting Up
  5. Frame 9 & Animated Guides
  6. Animating The "Bounce"
  7. Legs & Feet
  8. Arms & Finalizing
Lesson 11: Preloader
  1. Simple Preloader
  2. Advanced Preloader
Lesson 12
Lesson 13
Lesson 14
Lesson 15
Lesson 16
Lesson 17
Lesson 18
Lesson 10: Part 1
| Pt. 1 | Pt. 2 | Pt.3 | Pt. 4 | Pt. 5 | Pt. 6 | Pt. 7 | Pt. 8 |

Character Design & Preparation
Flash: Interactive Web Animation
by Ken Kimura


1. Designing Your Character
First you must design your character in the CONTACT position (see Position Guide for Legs). Use your time well and try to design a character that you can be proud of. You may choose to draw your character on paper. If you decide to do so, I can show you how to scan your image and bring it into flash for you to trace.
2. Use Layers
Ideally, you should design your character with each animated body part on a separate layer. By designing you character in the contact position, we will have all the needed parts (except for the optional foot with toes bent down) The following are the different body parts that we need to be able to isolate so that each one can be converted into a symbol.
  • arm-hand
  • body-head
  • straight leg
  • bent leg
  • straight foot (toes in neutral position)
  • bent foot (toes bent upwards)
  • (Optional) bent foot 2 (toes bent downwards - for characters without shoes)
Design the body parts so that the parts overlap each other. Try to imagine how each part will move in relation to the other parts and design them so that breaks don’t occur when the parts move. Think about how each part may rotate, and imagine around which point the part will rotate.
3. Convert parts into Symbols
Select each body part and convert them into symbols ("Modify" menu > "Convert to Symbol..." or F8. This is where having things on different layers pays off. You can lock certain layers during this process to keep from selecting the wrong parts. For your first animation, you should use the same body setup as the character used in my online examples. In addition to what you’ve already drawn, you may have to draw another version of the foot (the toes bent downwards version).

NOTE: At this point, do NOT think of (or name) the body part symbols as "left leg" or "right leg" but instead think of them as "bent leg" or "straight leg." When it comes time to animate, the left leg (for example) will sometimes be straight and other times be bent.
4. Refining Your Symbols
Once you have created all the body part symbols, open your library window and double click on a symbol to edit it. Select the whole image and move the image so that the crosshair at the center of the stage is where the rotation point of your symbol should be. If your symbol were a throwing knife, you would place the image so that the crosshair was near the base of the blade. If you symbol was the hand of a clock, you would place the image so that the crosshair was at the base end of the hand. Do this for EACH symbol.

NOTE: By changing the center points for each body part, your character on the main stage will "fall apart." Don't worry about this. We will rebuild your character inside a symbol.
Also see diagram: Position Guide for Legs
Also see: project example: walk cycles

Continue To Part 2