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 4
| Pt. 1 | Pt. 2 | Pt.3 | Pt. 4 | Pt. 5 | Pt. 6 | Pt. 7 | Pt. 8 |

Setting Up Your Character
Flash: Interactive Web Animation
by Ken Kimura



Side View of Walk Cycle
Also see diagram: Position Guide for Legs
Also see: project example: walk cycles

  1. Before you start creating your walk cycle you should at least have created symbols for the following body parts.
    • 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)
  2. IMPORTANT: Your walk cycle will be made inside of a MOVIE CLIP SYMBOL. Make a new movie clip symbol (Insert menu > New Symbol... or Apple F8). Name this symbol "MC_WalkCycle."
  3. Create a new guide layer and name it “guides.” Draw a colored horizontal line that will represent the ground level.
  4. Set up your character in the contact position (without arms for now), putting body parts in separate layers.

    NOTE: It is best if your character is in the middle of the frame (the cross hairs indicates the center)

    NOTE: It is VERY important that you name your layers. It can get very confusing. So that you can follow along, I recommend that you use the following naming convention. NOW (when naming and creating layer) is the time that you think in terms of "left leg" and "right leg."
  5. Remember, in the contact position, the leading leg should be straight while the trailing leg should be slightly bent. The leading foot should be a straight foot while the trailing foot should have the toes bent
  6. Once you’ve finished creating the contact position, go to the “guides” layer and add a horizontal line marking the location of the top of the head.
  7. BEFORE YOU CREATE ANY NEW KEYFRAMES you must reset the center point for each symbol ON THE STAGE. This time use the transform tool to set the center points. (The payoff for setting the center points the first time comes when you swap symbols - if you don't get it, you'll just have to trust me). Again, when you rotate the symbol, this is the point around which the symbol rotates. If your symbol was a throwing knife you'd put the center point where the blade meets the handle. If your symbol was the hand of a clock, you'd put the center point at the base end of the symbol.
  8. Make a new column of keyframes (for every layer) at frame 17.

  9. NOTE: in the figure above, just below the playhead is the frame number indicator, it reads "14." READ this indicator when selecting frames.
Also see diagram: Position Guide for Legs

Continue To Part 5