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[GIF] AznMagix's Fireworks Tutorial Collection

Started by Bryant on Dec 28, 2016 8:31 PM • 11 replies • 747 views
Bryant
Dec 28, 2016 • 8:31 PM • 7 likes
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Disclaimer:

If you are looking to animate anything that is NOT Adobe/Macromedia Fireworks, you are in the wrong thread and should look else where.

UPDATED: DEC 4, 2018

Table of Contents:
I. Introduction
II. Program Layout
III. Walking
IV. Ease, Slide, Rotate, Resize, Skew
V. Basic Movements
VI. Effect Usage
VII. Advanced Methods
VII: Other Related Tutorials
IX. Questions & Answers Library
X. Advice from Fireworks Animators
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
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Thanks Echo!!

Gift 3

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Thank you, Xin!
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Last edited Dec 05, 2018 5:51 AM by Bryant (12 edits)
Bryant
Dec 28, 2016 • 8:31 PM • 4 likes
I. Introduction

Welcome!

My name is AznMagix and I have been animating in Fireworks for over 7 years. In this tutorial collection, I will be going through the basics of Adobe Fireworks and its capabilities in animating in GIF format.

Before we go on with the lessons, allow me to give you a background on what this program and GIF animating is about!

Adobe Fireworks

Adobe Fireworks is an image editing program, you could say that it is another form of Photoshop, but is simpler in design. It is also known for being a side program alongside Adobe Flash.

In the past, while flash was being used as the main program to animate, a few animators decided to explore and brought Fireworks into the GIF animating community. Fireworks was not the only program affiliated with GIF animating, but GIMP and Photoshop were used as well (we can't forget about Neopaint either. Shoutouts to Twame).

GIF Animating

On a side note, GIF animating is a different type of animating style other than Flash.
Here is an example:
[MEDIA=youtube]XAXcCT9mI94[/MEDIA]
This video has a collection of extremely old animations that I have created, but were all created in Fireworks.

Here are some pros and cons:
Pros:
- Smooth and Fluid animations.
- Simple to animate in.
- Immediate image editing within the program.
- Exports as GIF and can be uploaded immediately after production.

Cons:
- Lower image quality as it is a GIF file
- Slower in terms of animating speed.
- More time consuming as you must animate frame by frame.
- Less people animate through GIF.
- Fixed Canvas size and does not use a "V-Cam".


This is the end of the introduction. If you have any questions, please message me through private message and I will answer to the best of my abilities.
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
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Thanks Echo!!

Gift 3

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Thank you, Xin!
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Last edited Dec 05, 2018 7:23 PM by Bryant (6 edits)
Bryant
Dec 28, 2016 • 8:31 PM • 4 likes
II. Program Layout

What am I looking at?

We will be using Adobe Fireworks CS6 for this tutorial. You do not have to worry about using a different version of Fireworks as they are all similar for the most part. If you use a different version, for example: Macromedia 8 Fireworks or CS3, then shoot me a question in private message and I will help you out.

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This is what you will see when you open your fireworks up.

Making a New PNG

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Under the "Create New" column, you will be able to create a new Fireworks Document. When opening, it will ask you for your dimensions. Make sure all of the drop menus look the same as in the image above. The dimensions are 320 x 180 because that is half of the Youtube Standard size for animating on Flash (which I will go into more detail about in the near future). Lastly, make sure your canvas color is transparent (preferably), unless you are going to do a no background animation. Click OK and you will have a new document ready.

Layout Details

After making a new document, there are many features that will be available for your use. Don't worry, we will only go through the tools that you need for the first few tutorials. Make sure you follow along and remember most of them as we are going to be using them a LOT.
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The Toolbox

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Your main pointer. Use this for making movements, rotations, resizing, etc.

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This is the subselection pointer. If your image is within a "group" of images, then you can select within the group instead of selecting the group as a whole.

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This is where your resizing, skew, and distort tool is located. If you hold down this tool, it will drop a menu with the other tools within it because they are all related. We will go into more detail with this later.

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This tool allows you to crop images within the canvas.

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This is the Marquee tool. This lets you select multiple pixels within an area that you highlight with this tool.

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This is the lasso tool. Just like the marquee tool, but it allows you to move freely rather than restricting to a box.

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This is the magic wand. Used in the same way as the Marquee and lets you select pixels. Go on ahead. Use it. It's pretty magical. (If you click it in an area, it will highlight the same color pixels within the area until it is blocked off by other pixels.

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All other tools are self explanatory.

Layers
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If you don't know what a layer is, let me try to explain this. If you put an image on top of another image, it is two layers. This window allows you to manage between those two images. If you put one image on top of another, it will show a that the specific image is above the other.

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Most of these are self-explanatory.
The only one we will use later on is the "Flatten Selection" option. Which allows us to merge images together into one.

States or Frames
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These are your frames. Each frame will have an image that will follow in sequence to the previous image. When you bring down the menu, the "duplicate frame" will be the number 1 option we will use. I will go into more detail over the options at the bottom later.

If you look at the "7" that is on the right of the State's name, that is the frame's delay. To better understand that, it is 7/100 of a second. Meaning, it takes 7/100 of delay before it goes to the next frame. For now, you should keep it at 7 as it is the standard and default delay for your animations.

Menu Tools
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This is where you make new documents and save your documents as well as exporting your GIF animation.
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You can edit most of the stuff within the program through this drop menu. We will go into the preferences in a bit to do some hotkeys.
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You can change how the layout looks through here. The rulers tool is very handy. I advise using it.
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You can modify images on the canvas through here.


Exporting your GIF

To export your GIF, you want to go to Image Preview in the "File" menu. As shown here,
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After click on it, you will get a new window.
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Make sure your options look like this. Click export.

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Make sure it is an "Image Only" and then export. You will then have your GIF ready to upload.

Hotkeys

Hotkeys will save you so much time while animating. Feel free to make as many hotkeys as you can. I will show you how to get to your hotkeys and make flipping images into hotkeys instead of manually going into modify to do it every time.

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Go to Hotkey Shortcuts under the "Edit" drop menu.

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Click on this button or else you will not be able to change anything.

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Click on the Modify tab.

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Click on the Transform tab.
As you can see at the bottom of it, I have already made the two flip options into hotkeys.
Click on the "+" sign and add the keys that you prefer.
Click OK and you'll be done.

Importing Images

It's simple. Just drag and drop.
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Selecting and Moving Sprites

When you want to move a sprite or image around the canvas, you simply take your pointer and hold onto the sprite and move it around.
If you want to move it around in a more minimal manner, you can select the image and use your arrow keys. When using the arrow keys, it will move ONE pixel per tick in the direction you want to go. If you want a larger quantity, you can hold shift and click the arrow keys to move TEN pixels.
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[IMG]http://
[/IMG][/spoiler]

I would also like to mention, throughout this whole tutorial, you can download the .gif animations and view them frame by frame in Fireworks by opening it up in the program itself.
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
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Thanks Echo!!

Gift 3

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Thank you, Xin!
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Last edited Dec 05, 2018 5:57 AM by Bryant (22 edits)
Bryant
Dec 28, 2016 • 8:32 PM • 4 likes
III. Walking
Creating Frames

Before learning how to make any type of sequence, you must learn where the basis of the sequencing comes from. Duplicating the previous frame and then editing the frame to the next movement is the main reason we are able to animate through Fireworks.

To duplicate a frame, you need to go to the menu in your "States" or "Frames" window and then click on "Duplicate Frame". You will then open a new window that looks like this:
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Make sure you check the "After Current State" and it will duplicate the frame to after the current frame/state you are on. Self-explanatory.

Understanding the Walk Sequence

In MapleStory, we are given 4 frames of a walk sequence.
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The first and third pose are one pixel taller than the other two. You should keep this in mind as we go through this walk sequence.

An animated walk sequence in place should look like this:
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Do you see the character sort of "bounce" as it goes through every other pose? That's what I mean by the one pixel that makes a difference.

Creating a Walk Sequence

Now, to make a walk sequence, you should understand that you must stay consistent in how many pixels are in between each pose per frame. Here is an example.
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Those two poses are three pixels apart from each other. You will change the sequence of the walk every 3-4 frames. Here is another example:
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Here is what it would look like in individual frames:
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Each one of these movements are one frame. After going through four poses, you can restart the sequence by using the first pose and then repeat. After reading this, try to make your character go across the screen.

Here's a mini-GIF guide for how to do it:
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In this guide, I did 3 frames per pose with 3 pixels between each pose.

Here is a quick GIF on how I do it:
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In this GIF, I use 4 frames per pose and space each pose by 3 pixels.

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This is a completed walk sequence with 4 frames per pose and 3 pixels apart.
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
User image
Thanks Echo!!

Gift 3

User image
Thank you, Xin!
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User image
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Last edited Dec 05, 2018 6:02 AM by Bryant (11 edits)
Bryant
Dec 28, 2016 • 8:32 PM • 3 likes
IV. Ease, Slide, Rotate, Resize, Skew

Before animating any type of scene, you must know some basic movements that allow an animation to take on its smooth style in Fireworks.

Easing

Easing is a term that is used in relevance to gradually going in and gradually going out of a pose.
Here is an example of a pose "easing IN".
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Did you see how it gradually when to the right? That is called, "Easing in".
In terms of how many pixels it moves, it went to the right in this order: 1,3,7,20,40,X and so on.
Now, you don't have to EXACTLY do those amount of pixels every time you try to ease in, you can experiment, but it depends on how you want your character to ease in.
That is easing IN.

You can do it with weapons too.
Here is an example:
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But... doesn't that look kind of... "choppy"?
Oh right! We forgot to "Ease OUT". To ease out, you are basically slowing down the movement. I will use the same exact sword.
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That looks better. (:

Now, of course, it takes a lot more frames to animate this sequence, but that's not too bad because you're sacrificing time for smooth animation.


Sliding

So, why didn't you make the guy ease out instead of throwing him out of the canvas in the first example earlier?
Well, to ease out of something that involves a character on the ground, we call it "Sliding".

I'll take the same guy and show you slide.
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I ended his slide by doing these pixel movements: 30, 15, 5, 3, 2 ,1.
It's EXACTLY what the word means. Sliding. Instead of coming to a complete stop, he slid instead. The reason why you don't come to a complete stop is because that is physically impossible unless there is some sort of object that stops you, but in this case nothing is stopping the character, so he slides instead.

Welcome to physics in Maple animating.


___________________________________________

Before starting the next few parts

Go to Edit > Preferences. (Ctrl+U)
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In Interpolation, you want to select "Soft". This section is the category in which modifies how your images react to your editing. Some animators use Bicubic sometimes, but I do believe Soft gives a better look to your sprites after rotating/resizing/skew.

I'll give you an example.

Soft
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Bicubic
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Although there is barely a difference, it's mainly a preference. Use whatever you'd like.


___________________________________________

Rotation

Rotation is what we used for the sword in the easing spoiler earlier.
In order to rotate, you must use the scale or the distort tool shown here:
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Here is an example of how to rotate an image:
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Do you see that black dot?
That is the rotation point of the image. If you move the rotation point, it will rotate around that point. Here is an example:
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It is a good tool to have.

Now to implement easing into a rotation, you must understand how to use the 1-3-7-15 or 15-7-3-2-1 rule into a rotation.
Watch this demonstration, it shows that there are "ticks" within the rotation.
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A character going a full rotation easing in and out should look like this:
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Resize

Resize is one of the least used of all the categories in this post. In terms of animation, resize is used for the sprites that are present.

One of the simpler usages of resize is for landing or a source of impact. For example:
Compare these two animations.
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Well, obviously the resizing one, right? (That's the right one by the way.)

You can resize a couple ways.
The Scale Tool
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and this,
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This is for more precise resizing.

Here are some rules to follow when resizing:
- Do not resize too far or too long. This is because you don't want your characters to look like jello.
- When resizing, you should always try to get your character back into the original proportions. Make sure you're not animating with the resized pose or else it'll look funky.

Skew

Skewing is a term that is used for images that are slanted through the Skew Tool.
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As you can see, you can only move in the direction associated with the side you try to skew on and uses the parallel side as a lever to skew on. In terms of pose transitioning, we will mostly use the top side to skew our poses.

Skewing helps with a smooth transition from one pose to another.

You can skew your poses in a few ways, here are a few examples:
Stand to Walk:
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Punching:
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Swings:
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In the same way as resizing, you do not want to overdo a skew on an image or else it will look like jello. You want to use subtle skews and gradually increase in the ticks in order to have a smooth transition.

Distort

YOU THOUGHT I WAS DONE WITH THIS SECTION?
WE CAN'T FORGET ABOUT THE BEST TOOL. DISTORT.
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YOU CAN ROTATE, RESIZE, SKEW, AND DID I MENTION ROTATE?

This tool is basically both of the other tools combined. You can do a lot just by experimenting with this tool. Try it for yourself.
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
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Thanks Echo!!

Gift 3

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Thank you, Xin!
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Last edited Dec 02, 2018 2:24 AM by Bryant (30 edits)
Bryant
Dec 28, 2016 • 8:32 PM • 3 likes
V. Basic Movements
Jumping

Jumping uses: Resize, Ease, and in some cases Skewing.
There are a couple ways to "jump" in maplestory. Jumping in place and jumping with momentum.
[spoiler=Standard Jump]
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These are my preferences, but you can do it similarly.

Resize height by 6
Resize height by 2
Change to jump pose, go up from the line around 10-15 pixels.
Up 5
Up 3
Up 2
Up 1
Down 3
Down 7
Land pose, Resize height by 6
Resize height by 2
Original pose

with Momentum

When jumping with momentum, you have to make use of these principles:
- Easing
- Skewing
- Sliding
- Resizing

It may seem like a lot, but let me show you an animation that have all concepts in it.
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Step by Step:
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[/spoiler]
Punching/Swinging

When it comes to attacking overall, there are certain methods to do so. Various different styles from many animators have evolved this basic movement over the years of Maple animating.
Here I will present to you two different styles:
- Old School
- Modern

[spoiler=Old School]
When animating first started, many animators stuck to the main scheme of pose transitions by using the main sequence of the actual swing or punch itself. I would also like isolate the fact that old school animators did not use much skewing, as it is one of the newer mechanisms of animation.

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The idea here is, the character's momentum is followed through easing and slides. Hence, the character moved towards the direction of where the arm went.

Now, when it comes to swings, it is almost done in the exact same manner. However, there are more swing poses than there are punches.

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For these animations, I want you to take a closer look at where the feet align. The character's "left" foot aligns the pose transition. Without the alignment, the animation might have looked a little something like this. Also, I want you to notice that the 2nd pose used was just a transition pose, so anything longer than 1 frame for that pose would cause for a choppier sequence.

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Which does not look too bad with all things considered, but looking at his feet, it does not fit as well as the one above.

Modern

With modern animating, Skewing was introduced to animation and created an era for smoother animation styles.
One thing to consider here is that skewing caused the exclusion of transition poses. So for swings that have that middle pose, it was completely taken out. Punches, however, were exemplified through skewing.

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[spoiler=Side by Side Comparison]
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As you can see, there may barely be any difference, but the minor skews between pose transitions caused a smoother feel to the animation.

As mentioned before, Swings are different in modern day animation due to the exclusion of the transition pose. Here is a demonstration:

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Only used these two.

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was excluded.

I used a different swing here because the previous swing is one of the few swings that can work alone without skewing transitions.
[/spoiler]

In Section VI, we will learn how to add after effect images to provide a smoother transition for these attacks.
[/spoiler]
Pose Transitions

When it comes to animating, one of the main factors to smooth animation is to ensure your transitions between poses or certain movements are logical.

This section is not something that can be explained very thoroughly through animations, but I will do my best to ensure you understand it as we go through with this.

Pose transitions are logical. HUGE amounts of common sense is involved.
For example, lets take a look at this.

Before you open the spoiler, I want you to imagine what you would do.
Make this pose go into a walking sequence.
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[spoiler=How I would do it]
Here is an example of how I would make him start walking.
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How NOT to do it

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When animating transitions, imagine how your limited amounts of poses can help make transitions between different actions feel smoother and more logical. You don't go from standing to walking immediately. You try to pick yourself up and stand up before you start walking.
[/spoiler]
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
User image
Thanks Echo!!

Gift 3

User image
Thank you, Xin!
User image


User image
User image

Last edited Jun 23, 2021 8:20 AM by Bryant (22 edits)
Bryant
Dec 28, 2016 • 8:32 PM • 1 likes
VI. Effect Usage
Filters

This tab will be used to explain how to use various filters that are commonly used within animations made in fireworks.

[spoiler=Big Images Incoming]
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The filters section is located AFTER you select a bitmap on the stage. Anything that is selected is about to have some sort of filter to it.

The first drop down menu at the top allows for the certain bitmap of choice to be altered in terms of color or visualization. For example, when using the same image, we will put a black bitmap over it, as seen below.
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While ensuring the black bitmap is selected. Using the filters menu, you can use a various amount of items from the drop down menu. You can twiddle with the transparency to mess with the variety of items you can choose from.

Here is an example:
[spoiler=comparison]
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An "overlay" filter at 75% transparency gives you this kind of texture.

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An "hue" filter at 50% transparency gives you this kind of texture.


[/spoiler]

Mess with this feature. Play around with it and learn about all sorts of different filters. Integrate them into your animations and make use of this wonderful beauty of Fireworks.
[/spoiler]
Blurs, Glows, and Much More

In the filters section, when you select a bitmap, you'll get a "+" button. This will allow for you to select a variety of filters that alter that actual bitmap itself, not just the color.
[spoiler=Blurs]
For Blurs, they are generally used to smoothen out bitmaps or create images that display the objective of the action.

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For example, Motion Blur. If an individual is going fast, the naked eye in the real world would not see a clear image of the individual, but a blur.

[spoiler=example]
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or

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Which one looks better? You decided. (:


Another way to blur is Gaussian Blur. This blur is one that you can use that visually blurs an item without having to adapt it to a motion. This blur is mainly used for layering the animation. Basically, distance.
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Radial Blur, when used for animations, are used for spins. Also occasionally used for impact. I will show you that in a later section.
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Details

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For Radial Blur, you ALWAYS want your quality to be 100%. ALWAYS.


Zoom Blur, a type of blur that... you know... zooms in. This can create an effect for zooming in your animations or creating impact, which will be shown later on.
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Same as Radial Blur. You want your quality to be 100%.

[/spoiler]
Noise

Pretty simple. It creates noise. Not the sound, but the image effect. Equivalent to the effect the TV makes when it cannot find a channel.

For example:
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Glows and Shadows

These two are very self-explanatory. You can twiddle around and see what fits best. We don't generally use these too much, but you can use what you desire!

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[/spoiler]
After Effects

After Effects. Probably the blessing that MapleStory sprites received from the Gods of Animation. This is because, it hides a LOT of the choppiness of animations and allows for animators to create a more fluid animation.

Normally, there's only one type of After Effect that Maple Animators use. HOWEVER, Fireworks are allowed to take it one step further and use an incredible feature called Smudging.

This section will have two parts to it. Regular After Effects and Smudged After Effects.
[spoiler=Regular After Effects]
Here, I have a link where you can download these after effects.
http://maplemation.com/threads/the-new-maplestorys-after-effects.28761/
(It may be private for people who have not acquired the resource section yet.)

These after effects can also be called, "After Images". When anything is swung or stabbed, there can be an effect that covers the attack and shows direction and impact.
In the next example, I show an quick animation with a sword swing and a stab without after effects.
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Next, I will add the after effects.
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The gist is to resize the swing effects to fit the path of the sword's swing. Afterwards, fade out the effects.


Smudging

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In honor of the Smudging God, Ozone, I have to distribute the knowledge of smudging to new fireworks animators of the future.
Ever written an essay in pencil and your hands were sweaty to the point where you swiped your pencil marks and it left a nasty lead smudge? This is exactly what the smudge tool does to your images.

You can find the Smudge tool in the Bitmap section.
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Hold the Waterdrop icon and there will be a menu of tools you can pick from it. Click the one with a finger pointing downwards.
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The idea with smudging for after effects is to imitate the pathing of the swings or stabs.
Here is a still image example:
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Now, one thing that is different is that you can erase the pathing of the after effect and then make it END at the sword itself. You can also save smudging until you are done animating and then make the smudge effect after. Here is a slow motion example of the after effect animation from the previous section, but with smudging.
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-notice me senpai-


[/spoiler]
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

User image
Thank you, Taki!

Gift 2
User image
Thanks Echo!!

Gift 3

User image
Thank you, Xin!
User image


User image
User image

Last edited Jun 23, 2021 8:16 AM by Bryant (30 edits)
Bryant
Dec 28, 2016 • 8:32 PM • 4 likes
VII. Advanced Methods
Map Movement and Parallaxing

If you started as a flash user, you should know about a feature called the v-cam that is used to prioritize focus on a certain part of the canvas.
However, Firework does not have a v-cam, which results in us having to move the whole canvas around.
To move the whole map, you must ensure that everything is selected.
[spoiler=example]
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You can then use the arrow keys to move the whole canvas around, pixel by pixel.
However, when you move the map around, you should focus on maintaining the rules of easing and consistency. Never should you move to a certain direction and then immediately move to another direction without some sort of easing technique involved.

Here are a couple animations that portray both easing and constant movements:
Constant:
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Ease in to Ease out:
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___________________________________________________

Parallaxing:
A more advanced method of map movement is known as Parallaxing, otherwise known as map movement with layers.
This method is used to create depth in your animation.
Since Fireworks users are not as blessed to have a easy way to parallax that Flash users have, we have to do our parallaxing manually. One tip to understand is: The "closer" the layer, the more pixels it moves than the layers behind it.

Here is an example of a map with 3 layers:
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The front layer is moving 3 pixels to the left.
The layer behind it is moving 2 pixels.
The back layer is moving 1 pixel.

It may help to create layers and place the corresponding bitmaps in their respect layers, like so:
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This process is very tedious, but improves the quality of your animation by tenfolds.
[/spoiler]
Impact

When learning about fight animations, you typically learn something called IMPACT.
- "You're lacking impact in your animation."
- "I feel like your attacks lack impact."
How do you add impact in Fireworks animations? Which lacks the speed that Flash animations have?

Firstly, there are a variety of ways that Fireworks animations can add impact to animations:
- Blurs
- Camera Shakes
- Hit Effects
- Newton's Third Law

However, depending on the intensity of each one of these methods will add to the intensity of the action. Also, you must keep in mind the basics of animation and not allow for these to create choppiness.

Pose Editing

http://maplemation.com/threads/leliots-pose-template-tutorial-and-guidelines-wip.27665/

This link is a pose template tutorial that gives you basic information on how to edit certain poses or create poses for yourself. This is great to understand because you are able to edit poses while animating in fireworks. Knowing how to edit the pose to create a smooth and fluid transition between poses is an outstanding skill to have.


______________________________________________________________________

Scaling

-coming soon-

Zooming In Effect

-coming soon-


______________________________________________________________________

PNG to Flash Part 1

The reason for transferring your animation to Flash is to retain quality of the animation.
"but then you're basically making a flash animation."
Well... in a way, yes. But, the animation retains the FW quality and style. So, it'll feel like a fireworks animation, but with PNG quality.

Here's how to do so.
Finish your animation and then go File > Image Preview.
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A new window will pop up. Make sure your format is PNG32. That is the highest quality you will get from the export.
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Export and you'll get the destination window for export. Make sure to have your export type as States to Files (or Frames to Files). This will export your animation by separating all the frames and making each individual frame a file.
*MAKE SURE TO SAVE IN A SEPARATE FOLDER BECAUSE FIREWORKS WILL NOT MAKE ONE FOR YOU*
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You'll then get a folder filled with PNGs. The PNGs will be in sequential order and this will be important for later.
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Open Flash and create a canvas with the same dimension as your animation. In my case, it is 320x180.
Before importing any file onto the canvas, you will need to create a blank graphic, then open your graphic through the library, so when you go to import your files, it will be immediately aligned to the (0,0) coordinate on your canvas.
PNG to Flash Part 2

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To import your PNGs, you will need to go to File > Import > Import to Stage.
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After that, find the folder that holds all of the PNGs and then only select the very first frame of the sequence. You will then get a window that allows you to import the whole sequence. Allow it and you will get all of the frames separated by frames in Flash.
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Now, you should realize that the frames are located inside of the graphic. Set your frame rate to 28FPS, which is the closest to standard GIF speed. Then, double-frame each frame of the animation.
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Also, you should change all of the frames' properties in the library to Lossless PNG and do not allow smoothening. This will retain a nice, smooth, and pixelized animation.
(highlight all of the bitmaps to make the process quicker)
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After that, place your graphic onto your main stage and give it the appropriate amount of frames.
Then you are finished with the transfer!
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

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Thank you, Taki!

Gift 2
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Thanks Echo!!

Gift 3

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Thank you, Xin!
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Last edited Jun 23, 2021 8:14 AM by Bryant (44 edits)
Bryant
Dec 28, 2016 • 8:33 PM • 1 likes
VIII. Other Related Tutorials
Gregio's FW Tutorial
(Old, but recommended.)

JakTheHobo's FW Tutorial Video Collection
(Great collection of videos!)

DemonRawr's Gimp Tutorial
(If you want to do GIF a different way.)

BurnBurn's Photoshop Tutorial
(If you want to do GIF a different way.)
IX. Q&A Library

X. Advice from Fireworks Animators
Click spritesheets for profile.

Hunter

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This.
[MEDIA=youtube]uDqjIdI4bF4[/MEDIA]

"and uhh i'll type something up after finals
Just not in mood to type something serious for now ;_;"

Alecks

Reactions:
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Slide Differentiation:
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MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

User image
Thank you, Taki!

Gift 2
User image
Thanks Echo!!

Gift 3

User image
Thank you, Xin!
User image


User image
User image

Last edited Dec 11, 2018 2:20 AM by Bryant (15 edits)
Hunter
Dec 29, 2016 • 4:13 AM • 2 likes
Yaaaaaaaaaaaaaaaaaaaaaasssssssssssss
Let us bring the knowledge out to ze world xd
(I'll also probably add to something to this post later down in the line)
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[glow=#26FF26]:)[/glow]
Xignius
Dec 24, 2017 • 7:34 PM • 1 likes
Omg thank you so much for this tutorial, it really helped a lot!
Bryant
Dec 05, 2018 • 5:50 AM • 2 likes
Updated as of December 4th, 2018.

Added:
V. Basic Movements:
Jumping (Momentum), Punching/Swinging, Pose Transitions
VI. Effect Usage: Filters and After Effects (After Images & Smudging)
VII. Advanced Methods: Map Movement and Parallaxing and PNG to Flash.
VIII: Other Related Tutorials: Gregio, JakTheHobo, and DemonRawr
X: Advice from Fireworks Animators: Hunter's Advice

If there are any requests for certain features of Fireworks, please PM me and I can create a tutorial over it if needed.
MBR: whats this
Want to learn how to animate in Fireworks? Click it!

Spoiler

Spoiler

Gift 1

User image
Thank you, Taki!

Gift 2
User image
Thanks Echo!!

Gift 3

User image
Thank you, Xin!
User image


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