I was just trying to figure out a way how I could get some more consistent shading since when I do major frame by frame work, my art sometimes gets that jittery thing going. It's especially important when you're attempting a 3D movement and you're not going for that artsy type of jitter, that you're shading is very consistent as are the shapes since nothing bugs a viewer more than jittery shading when it seems out of place. Here's a rundown of what I have done (and I'm sure many others have done)
What better example to use than my upcoming flash "The Bohemian" to demonstrate, seeing as I just found in the middle of once again working one frame at a time (If you want my advice, 30 fps is not all that it's cracked up to be).
1-3. As you can see, 1 and 2 look fairly decent, but there are obvious differences that could possibly ruin the movement. The fact is, simple or complicated, the viewer responds abou tthe same to fluid animation. Anyhow, the shapes are different, and the shading is definitely different (imagine 8 frames of this in a row and you can imagine that this would like there are patches of light running around on the characters head. To correct this, I did the following to get the consistency of 2 and 3.
4 and 5. I'm not that great at making tutorial images okay! so basically it shows how when you use the onion skin in combination with the outline option (see 4) that you end up with (see 5). The great thing about this (although it's incredibly hard to see in the image) is that since I'm using onion skin and not edit multiple frames the previous outlines are faded and now I can distinguish between the outlines of the current frame and that of the ones i need to trace.
So that's basically it, I'm sure many of you are thinking that is pretty longwinded for something so simple, but consider that I've had flash for 5 years now and have now only discovered using this. SO maybe it help so beginners in not waiting so long for something like this to come along. Anyway, if anyone has anything to add please do so.
