Wacom makes cool products. Wacom loves the artists that use their products. Wacom also loves the graphic design and animation community. But most of all, Wacom is cool because of people like Westom Maggio and Joseph Sliger, the hosts of a regularly scheduled webinar that showcases artists, designers and animators of all walks of life and how they integrate Wacom products into their workflow. This week I was asked back to present again on Flash design and animation techniques because contrary to popular belief, Flash as a development tool is very much alive and well.
Category Adobe Flash
10. Core – Adobe has rewritten the very core, the foundation if you will, of Flash. Flash was originally built to be a 3 story home and we reached the roof level and kept trying to add on to it – which weakened the foundation. Now with Flash CC, the core of Flash has been rebuilt to support enough stories to justify a skyscraper. So think of this as Flash 2.0 moving forward. You’ll notice this new core every time you launch Flash CC. Instead of waiting 30+ seconds for Flash to start, Flash CC will only make you wait 3. If you blink you might miss it.
9. Dark user interface – For the first time, one thing does not look just like the others. Flash CC boasts the same dark user interface as the rest of Adobe’s software offerings. Don’t love it? Switch it back in Preferences.
8. Toggle Guides & Masks – There have been a few Timeline enhancements specific to layers. You can now toggle multiple selected layers between Guide and Mask behavior.
7. Multi-device connectivity – Authoring content for mobile? Test on a variety of devices in a single click (as long as they’re connected via USB). Flash will push builds to each and every one of them and launch them automatically.
6. DragonBones extension – This is one cool extension for authoring sprite animations and spit them out to XML and sprite sheets, ready to be plugged into the game engine of choice.
5. Distribute symbols & bitmaps to keyframes – I love this feature. Select multiple objects and tell Flash to place each in it’s own keyframe in its original position. Done.
4. Swap multiple symbols & bitmaps – Now we can select multiple instances of objects and swap them all out for another.
3. Scale to Anchor Point – Need to change the stage size and all the contents of your project along with it? Now you can and even better, choose the area of the stage to base the resize on.
2. Unlimited Pasteboard – Whoa! Unlimited! Yeah, just like the sky! We can now look back and laugh at the days we were limited to a puny 2,280 pixels to work with.
1. Video Export – It’s ok, you can let the tears of joy flow now. Adobe has not only solved the video export feature in Flash CC, but integrated the Adobe Media Encoder to boot! It’s all too much for animators to handle but I think you’ll find a way to handle it quite nicely.