Onion skinning enables you to view multiple frames at once. When any of the three Onion Skin buttons is clicked, Onion Skin Markers appear on the timeline, centered over the current frame. These markers indicate the range of frames that will be displayed with onion skinning applied. To reposition either of these markers manually, click and drag it to another location on the timeline. Or, you can use the Modify Onion Markers pop-up to manage the manner in which onion skinning displays.
By default, the current frame is displayed in full color, while the remaining frames are dimmed out. They appear as if they were each drawn on a sheet of onion skin paper and then stacked in order. (Note how the frames are dimmed with increasing opacity as they move farther away from the current time marker. This is an important visual clue that works both in filled and outline modes.) Only the selected frame can be edited, but this feature is useful because it enables you to see how your edits will affect the flow of the entire selected animation. It’s also useful for Frame-by-Frame Animation, because you can see each part of the animation without having to switch back and forth.
With onion skinning turned on, the current frame is shown normally, while the surrounding frames are successively dimmed. The Onion Skin Markers are visible here on the Timeline Header, which surrounds the Playhead.
How you can view the Onion Skin as Outlines, which is useful for complex animations shows below. (If you have trouble seeing the outlines, remember that the color of the outlines can be changed with the Layer Properties dialog.)
You can view the Onion Skin as Outlines.
To set up onion skinning, you first turn onion skinning on, and then adjust the features to suit you, following these steps:
Below it shows, the Onion 5 option was clicked. you’ll note that the range of the Onion Markers has changed accordingly.
In addition to manual adjustments, the Modify Onion Markers pop-up offers several other options for managing Onion Markers.
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Understanding The Flash Framework
Exploring The Interface: Panels, Settings, And More
Using Tools For Navigation And Viewing
Working With Selections And The Pen Tool
Working With The Drawing And Painting Tools
Working With Text
Exploring The Timeline
Checking Out The Library: Symbols And Instances
Drawing In Flash
Animating In Flash
Using Bitmaps And Other Media With Flash
Designing Interfaces And Interface Elements
Understanding Sound For Flash
Importing And Editing Sounds In Flash
Optimizing Flash Sound For Export
Understanding Actions And Event Handlers
Navigating Flash Timelines
Controlling Movie Clips
Sharing And Loading Assets
Planning Code Structures
Creating Subroutines And Manipulating Data
Understanding Movie Clips As Complex Objects
Sending Data In And Out Of Flash
Understanding Html And Text Field Functions In Flash
What Is Generator?
Revving Up Generator
Working With Third-party, Server-side Applications
Working With Raster Graphics
Working With Vector Graphics
Working With Audio Applications
Working With 3d Graphics
Working With Quicktime
Working With Realplayer
Creating Full-motion Video With Flash
Creating Cartoon Animation With Flash
Planning Flash Production With Flowcharting Software
Working With Authoring Applications
Publishing Flash Movies
Integrating Flash Content With Html
Using Players, Projectors, And Screensaver Utilities
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