Advanced Interactive Design - Exercises
MODULE BRIEF
DOCUMMENTATION LINKS
LECTURES (WEEKLY)
WEEK 1
In the first week, our tutor, Mr Shamsul asked us to download Adobe Animate and brief us about Advanced Interactive Design module.
WEEK 2
Drawing
Mr Shamsul taught us how to use the tool in Adobe Animate to draw. We drew a ball and a boat in class.
- Use Command + B to break apart the shapes
- Modify and use Object Union to combine parts together
- Use the Subselection tool (A) to adjust anchor points
- Curve the shape
- Use the Line tool to separate the shape, then break and delete unwanted parts
Figure 1.2 Ball.
Figure 1.3 Boat.
WEEK 4
Animate Circle
In week 4, Mr Shamsul taught us how to animate in Adobe Animate. We started with changing a circle shape.
- Create a circle shape
- Modify the shape in the middle frame
- Right-click and apply Shape Tween
- Add Ease Out to create a smoother animation
Figure 1.4 Animate Circle.
FINAL OUTCOME OF ANIMATE CIRCLE
Figure 1.5 Final Outcome of Animate Circle.
Animate Spider
For this task, we needed to animate the spider’s body first, then animate the legs separately by double-clicking the spider symbol.
- Draw the spider
- Convert the spider into a Graphic symbol
- Arrange the movement of the spider
- Right-click and apply Classic Tween, then add Ease Out
Figure 1.6 Convert to symbol.
The scene has 60 frames,the spider symbol also need to contain 60 frames for animation.
- Plan how many frames the main scene will have
- Distribute layers and rename
- Arrange the movement of the spider’s legs in the symbol timeline
- Hold Shift and drag the last frame to extend the timing to be longer the animation
Figure 1.7 Timeline in Scene.
Figure 1.8 Timeline in Spider.
FINAL OUTCOME OF ANIMATE SPIDER
Figure 1.2 Final Outcome of Animate Spider.
WEEK 5
Animate Words
Mr Shamsul taught us how to animate the words "Welcome to My Website" using a movie clip with Classic Tween in Adobe Animate.
- Type the word "Welcome"
- Convert the text into a symbol and choose Movie Clip
- Insert a new frame until Frame 15
- At the first frame, move the word to the left (press Shift while moving)
- Right-click and create a Classic Tween
- Add Ease Out (press Enter to apply)
- Change the colour Alpha to make the text transparent at the beginning
- Insert new frames until Frame 30 so the text stays longer on screen
Figure 1.9 Convert to symbol.
Figure 1.10 Timeline for "Welcome".
Figure 1.4 Colour change to Alpha.
Animate Button
We learned how to animate a button using rectangle shapes, Shape Tween, separate layers, and grids as guidance.
- Create a rectangle shape
- Break the shape apart using Command + B
- Group each side separately using Command + G
- Select all sides and distribute them to different layers
- Break the shapes apart again because grouped objects cannot apply Shape Tween
- Delete some parts and leave only a few sections
- Right-click and choose Shape Tween
Figure 1.11 Timeline for words and button
- Create a mask on the button so that the text does not appear outside the box, as the text needs to animate from below and only be visible inside the button area
Figure 1.12 Mask.
FINAL OUTCOME OF CLASS ACTIVITY IN WEEK 5
Figure 1.13 Final Outcome of class activity in week 5.
WEEK 6
Create an Enter Button in Adobe Animate
Step 1: Select the Button Design
- Select all the text, lines, and shapes that will be part of your Enter button.
- Make sure the whole button design is selected together.
Step 2: Copy the Button Design
- Copy everything that you selected.
- Create a new layer and name it Button.
- Paste the copied content into the new Button layer.
Step 3: Convert the Button into a Symbol
- Select the entire content on the Button layer.
- Right-click and choose Convert to Symbol.
- Choose Movie Clip as the symbol type.
- Name the symbol btn_enter.
- Click OK.
- If your Adobe Animate has the Button type, you may choose Button. If there is no Button type, use Movie Clip.
Figure 1.14 Select all.
Figure 1.15 Create symbol.
Step 4: Add a Hover Effect
- Select the button symbol on the stage.
- The hover effect will be added using code on the Action layer.
- When the mouse moves over the button, the button will become slightly transparent.
- When the mouse moves away, the button will return to normal.
Figure 1.16 Change colour for hover.
Figure 1.17 Add rectangle shape for button.
Step 5: Create an Action Layer
- Create a new layer above all the other layers.
- Name the layer Action.
- This layer will contain all the code for the Enter button.
Step 6: Stop the Main Timeline
- On the first frame of the Action layer, insert a keyframe.
- Right-click the keyframe and choose Actions.
- Add a stop() action so the timeline does not play automatically.
var root = this; root.btnOn.addEventListener("click", functionO { root.mcAvatar.gotoAndPlay("on"); 3);
Step 7: Set the Button Instance Name
- Select the Enter button on the stage.
- Go to the Properties panel.
- Set the instance name to btnEnter.
- This name is important because the code will use it to control the button.
Figure 1.18 Instance name, btnEnter.
Step 8: Add a Frame Label for the Homepage
- Go to the frame where the homepage starts.
- Select that frame on the timeline.
- In the Properties panel, set the frame label to start.
- This label will be used to tell the timeline where to go after the Enter button is clicked.
Step 9: Add the Button Code
- Go back to the first frame of the Action layer.
- Open the Actions panel.
- Add the code below:
Figure 1.19 Actions script (stop and play'start').
FINAL OUTCOME OF CLASS ACTIVITY IN WEEK 6
Link to Week 6 animated outcome: http://127.0.0.1:8090/Week%206.html?71539918
Avatar only animates when the button is pressed
Step 1: Prepare the Stage and Layers
- Open FLA file.
- Create three layers: button, avatar, and action.
- Place your red “on” button on the button layer.
- Place your avatar (the character holding the carrot) on the avatar layer.
- The action layer will contain all your code; it should be on top.
Step 2: Set Instance Names
- Select the button on the stage, go to Properties, and give it the instance name: btnOn.
- Select the avatar movie clip, go to Properties, and give it the instance name: mcAvatar.
Step 3: Prepare the Avatar Timeline
- Double-click the avatar movie clip to edit its timeline.
- Go to the frame where the animation starts and add a frame label: on (click the frame → Properties → Frame Label).
- On the first frame inside the avatar clip, add stop(); so it does not animate automatically.
Step 4: Stop the Main Timeline Initially
- On the action layer, first frame, open Actions panel.
- Add this code to stop the main timeline:
var root = this; root.stop();
Step 5: Add Button Click Code
- Below the previous code, add the event listener for your button:
- This means the avatar animation will only start when you click the “on” button.
root.btnOn.addEventListener("click", function() { root.mcAvatar.gotoAndPlay("on"); });
Step 6: Test Your Movie
- Go to Control → Test Movie → In Browser.
- Check that the avatar does not move immediately.
- Click the red “on” button, and the avatar animation should start from the label on.
Optional: Make Timeline Stop Automatically After Animation
- If you want the animation to stop after finishing, add stop(); on the last frame of the avatar clip or main timeline.
Figure 1.20 Process of play button.
FINAL OUTCOME OF CLASS ACTIVITY PLAY BUTTON IN WEEK 6
Link to Week 6 play button outcome: http://127.0.0.1:8090/E3_Animation_EMILY%20ONG%20SU%20YU.html?29322384
WEEK 7
Load to other page (website)
- On the Action layer, add frame labels for each section of the animation.
- Create a navigation bar with buttons that link to different pages or sections.
- Assign an instance name to each button, such as btnHome, btnAbout, and btnNews.
- Right-click the keyframe on the Action layer and select Actions.
- Use the Actions Wizard to add a command that goes to the selected frame label and plays the timeline.
Figure 1.21 Process #1.
Figure 1.22 Process #2.
EXERCISES
EXERCISE 01 ASSET CREATION
WEEK 2
In Week 2, each student had to create a Smart Assistant avatar using Adobe Animate. After reading all the exercise briefs, I chose a rabbit because it looks friendly, cute and approachable, which is suitable for a smart assistant character.
Idea:
For this exercise, my idea is to create a rabbit Smart Assistant avatar holding a carrot. I chose a rabbit because it looks friendly, cute and approachable. The carrot is added as a supporting object to make the rabbit more recognisable and to give the character a unique identity.
The rabbit character is designed using simple vector shapes so that it can be easily edited, separated into different layers and animated in Adobe Animate.
Parts such as:
- Eyes
- Ears
- Arms
- Carrot
This allows the character to blink, move its arms or hold the carrot in a more interactive way. Overall, the idea focuses on creating a simple but functional character that is suitable for animation and digital interaction.
Figure 2.1 Idea #1.
Figure 2.2 Idea #2.
Below is the reference image that inspired my rabbit character design, including the idea of a rabbit wearing a farm dress.
Figure 2.3 References.
Sketches:
Sketch of the rabbit character for the Smart Assistant avatar, wearing a farm-style dress, prepared as the base for vector drawing and animation.
Figure 2.4 Sketches.
Sketch of the carrot for the rabbit Smart Assistant avatar. Brown stroke is used to outline the carrot, giving it a hand-drawn, friendly look, consistent with the rabbit's style. The carrot will be placed on a separate layer for animation in Adobe Animate.
Figure 2.5 Character with brown wave stroke Sketches.
WEEK 3
Adobe Animate Process:
Stroke Pattern
I applied a stroke pattern in Adobe Animate using a brown color with a thickness of 0.8 to achieve a cartoon-style effect.
Figure 2.6 Properties panel.
Lines
I drew lines on the dress and carrot to give them a more defined, cartoon-style appearance.
Figure 2.7 Lines on dress.
Figure 2.8 Lines on carrot.
Figure 2.9 Subselection Tool.
Combine Object
I used the Combine Objects → Union tool to merge shapes and create new elements.
Figure 2.10 Combine object to union.
Figure 2.11 Dress created by shapes.
Curve
I used shapes and the curve tool to modify the form of the ribbon and give it a more dynamic, cartoon-style appearance.
Figure 2.12 Ribbon.
WEEK 4
Layer Organisation:
I used the Modify → Convert to Symbol → Movie Clip function in Adobe Animate to convert the drawn elements into independent symbols. This allowed me to manipulate each part separately and create a more flexible animation. I separated the character into the following components:
- Head
- Dress
- Left arm
- Right arm
- Carrot
By converting each element into a symbol, I could animate them individually, apply transformations, and maintain consistency across frames. This process is essential for creating smooth and controllable character animations in Adobe Animate.
Figure 2.13 Convert to symbol.
FINAL OUTCOME OF EXERCISE 1
Figure 2.14 Character Final Outcome.
EXERCISE 02 MOTION
WEEK 5
In Week 5, we were required to create an idle state animation by making the character look alive using Adobe Animate.
Process:
For this exercise, I created a continuous looping idle animation for my character. The animation was made to prevent the character from looking like a static image.
- Nested Animation: double-clicked the main symbol and animated the character inside its own timeline.
- The "Breathe" Effect: used Classic Tweens to create a 40-frame loop for the idle breathing movement.
- Polishing: applied Classic Ease In/Out to the tweens so the movement feels more organic and less mechanical.
Layer
I arranged the character parts into different layers and symbols. This made it easier to control and animate each part of the character separately.
Figure 2.15 Layers.
Figure 2.16 Insert to symbol.
Onion Skin
I used the onion skin tool to create the eye-closing movement. This helped me compare the previous and next frames so the blinking animation looked smoother.
Figure 2.17 Onion skin.
Ease Out
I applied easing through the Properties panel by selecting Ease Out and using the Quad option. This made the movement slow down naturally instead of stopping suddenly.
Figure 2.18 Ease out.
Reverse Frames
I copied the completed frames and pasted them after the original animation. Then, I used Modify > Timeline > Reverse Frames to make the movement return smoothly to the starting position.
Figure 2.19 Copy frames.
Figure 2.20 Paste frames.
Figure 2.21 Reverse frames.
Figure 2.22 Final timeline.
FINAL OUTCOME OF EXERCISE 2
Figure 2.23 Motion without reverse frames.
EXERCISE 03
WEEK 7
Process of Adding Button Action
- On the Action layer, Frame 1 is where the idle animation starts.
- Frame 120 is where the idle animation ends.
- Frame 121 is where the pull carrot animation starts.
- Frame 1 is labelled as idle.
- Frame 121 is labelled as plug.
- On the Button layer, the button instance name is set as btnOn.
- When the button is clicked, the animation will go to the plug label and play the pull carrot animation.
Figure 2.25 Process of adding button.
Final Outcome of Exercise 3 Animation
The final animation shows the rabbit character performing an idle motion first. When the ON button is clicked, the animation continues to the pull carrot motion.
Figure 2.26 Animation Outcome, GIF.
The final animation was tested locally through Adobe Animate preview before being exported as a GIF for Blogger display.
FINAL OUTCOME OF EXERCISE 3
Figure 2.27 Exercise 3 Final Outcome, Video.
Netify Link to exercise 3 outcome: https://rabbitpullcarrot.netlify.app/
FEEDBACKS
Week 4: Mr Shamsul said it was fine and guided me in arranging the character into layers.
Week 7: Mr Shamsul said the animation is okay can make it simple.
REFLECTIONS
In Exercise 1, I learnt how to use Adobe Animate's vector drawing tools to create a working Smart Assistant avatar. For this challenge, I created a bunny character holding a carrot. I chose a rabbit because it conveys a pleasant, charming, and approachable vibe, which fits the concept of a smart assistant that can interact with consumers. The carrot also contributes to the character's individuality, making the avatar more fascinating and recognisable. In this assignment, I looked at how simple forms like ovals, rectangles, and pen tool pathways can be merged to form a complete character design.
One of the most important things I learnt was how to use Object Drawing Mode to keep forms clean and editable. I was able to better organise the design by dividing the rabbit's head, ears, eyes, body, arms, and carrot. I also followed the Layer Rule by putting pieces that may need to migrate on separate named layers. For example, the eyes can be placed on a distinct layer to allow for blinking animation, and the arms and carrot can be separated so they can move or wave later. This helped me understand the need of excellent layer arrangement, especially when developing a character for animation.
Overall, this task helped me better understand the connection between character design and animation design. I discovered that making an avatar is more than just painting something cute. It's also about considering how each part might function or move in the future. If I were to improve this design, I would tweak the rabbit's appearance, add additional facial expressions, and include a luminous or interactive aspect to make it resemble a Smart Assistant. This work helped me build comfort in utilising vector tools, organising layers, and creating a character that is both visually appealing and acceptable for animation.













































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