Soul Power '74 - Time Changes Everything
June 16, 2000
We already got a glimpse of the LM timeline. The timeline is at once
the thing that makes LM wicked cool and the thing that scares away
novice Flashers.
Different, eh? Not if you're used to Adobe After Effects - the
developers of LM demonstrated rare big-company sensibility by using
something that wasn't busted (and not fixing it).
As I see (and call) it, the success of the timeline boils down into
two issues: objects and layers.
Objects
The idea of objects has been such a buzz for so long I'm surprised
you don't hear Peter Jennings stumbling over the simple concept.
Nowadays if you slap the label "Object Oriented" on anything
from a ten-thousand-dollar IDE to fish food no one will dare criticize
you for fear of being unhip. For those of you joining us in the middle
of our program, the idea of objects in programming is that you have a
thing (the object) and you know different stuff about it (attributes,
methods, properties, or whatever). The idea came out of the desire to
make code easier to work with in chunks, (e.g. "...instead of
writing the same lines over and over to interpret forms, I'll stick
all that code into one thing and call it 'Macaroni'. No, I'll call it
'CGI'. That makes more sense..."; and you have an object).
Macromedia gave you a way to manage objects in Flash - the library.
Each of your symbols in the library is an object. You can use it over
and over and you don't have to draw it every time you want it -
(warning! condescending redundancy imminent!) - you just use the same
symbol again. The problem with Macromedia's object model is that the
tools that let you set, change, and animate the properties (aka
attributes) of these objects is scattered all over hell. Some tools are
in tool palettes, some are in that suffocating little ActionScript
window, some are just from outer space
(1).
Adobe's solution is to put everything in one place - the timeline. In
the example image (repeated below so you don't have to scroll), we are
focusing on the object which is the letter "d". It has a
whole big bunch of attributes you can change as the timeline progresses.
Note that the section labeled "Object Attributes" is only one
subdivision of the attributes of the object. More good lexicological
taxonomy.
(2)

So we are looking at the object called 'Black "d"' (which
LM named automatically for us when we split the letters - cool). It
has attributes in the categories Transform, Object Attributes, etc.
The top row of circled keyframes shows points on the timeline where
the position attribute of the object 'Black "d"' changes.
(Ghostly voice of foil-objector, in the style of classical philosophy):
"Big deal. You can teach a monkey to do that in Flash."
Consider this, my worthy opponent: can you independently animate the
position, opacity, text content, and a dozen other attributes - all
from a single compact tool? Or what if you decide that you want your
object to fade out instead of fade in? Can you simply exchange
keyframes by dragging them?
(Ghostly voice): "You have trounced me once again, wise
master."
In a nutshell, LM offers you the ability to control every minute
detail from the timeline. You either select from context menus or
summon the appropriate tool palette. It makes it easy to change
individual attributes without opening up that little window (in Flash)
for each keyframe you want to affect. LM knows when you want to add
a keyframe by where the playhead
(3)
is when you change an attribute, (i.e. you don't have to hit F6 every
time you want to make a change).
Even without prior experience with the After Effects timeline, even
with a general reservation regarding the quasi-scientific formality of
Adobe products, and even with a love for Flash and intimate familiarity
with Flash 4, I found that the Adobe approach to editing object attributes
is clearly superior for doing text effects - or anything where you have
multiple objects on the stage doing different things. No contest.
I am just guessing, but I bet Flash 5 will have a more centralized way
of getting at object attributes. One of the big advances of the latest
version of Flash's big brother Director was a centralized object
inspector. Good news for everyone if it happens.
(1)
The gradient shape tool. This is like the little contrivances you see
on Eastern European automobiles - like the air hose from the spare tire
to the wiper fluid pump. You know - things that work, that probably
made sense at the time of conception - things that even have certain
advantages. It's just that the rest of the world does things
differently.
(2) Facetious. Irony of clumsy wording to describe the same is
intentional.
(3) Adobe wants you to call the playhead CTM or some such nonsense -
don't. It's a playhead.
Live Motion - Super Bad
Live Motion - Super Bad
Givin' Up Food for Funk
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