![]() A keyframe signals to Flash that you want something in your movie to change. The cells in the Timeline are empty by default, but you can fill them with either a keyframe or a regular frame. The content of each cell (or each column of cells, if the Timeline has more than one layer) determines what's happening on the Stage at the moment the playhead passes over it. The duration of that unit varies according to the frame rate-see #31-but it's usually somewhere between one-twelfth and one-thirtieth of a second. The Timeline is divided into cells, each of which represents a unit of time. The vertical red line that crosses the Timeline is called the playhead it marks the passage of time as it sweeps across the Timeline from left to right ( Figure 30).įigure 30 These are the features of the Timeline you'll use most often for animation. The Timeline is where you control how the objects on the Stage change over time. On occasion, you'll see those informal uses of the word in this book as well, when doing so makes instructions or explanations more readable. ![]() ![]() ![]() For example, a frame and a keyframe are technically different things, but people typically refer to both informally as "frames," as in "Go to the frame in which the balloon explodes." Similarly, a cell in the Timeline is technically not a frame unless there's something in it, but in everyday conversation, people call empty cells "frames" all the time, as in "Extend that sequence to frame 128." For that matter, you may even hear the Stage itself referred to as a frame, as in "Move that cloud out of the frame." Most of these usages come from the world of traditional film and animation, where they're perfectly acceptable. Most Flash developers don't use precise terminology in their day-to-day work. ![]()
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