Game Development Reference
In-Depth Information
3.
Add a Scale keyframe by pressing S. Set both Scale X and Y properties to 0.
4.
Move the Timeline Cursor to the far right end of the timeline.
5.
Press S to add another Scale keyframe. Set both Scale X and Y properties to
1.
6.
Right-click the Keyframe Segment, and choose the Bounce Out easing
mode.
You may want to try moving the first keyframes for the play and settings sprites so that
their scale animations start at slightly different time stamps. See Figure 7-6 to see what the
entry Timeline might look like.
Figure 7-6 . The entry Timeline moves the nodes in from the left and, at some point, scales the buttons in too
Editing the Loop Animation
So much for the entry Timeline. Now switch to the loop Timeline. You'll notice that, for
one, all of the existing keyframes disappeared. You are editing an as-of-yet blank
Timeline. In addition, the logoAndButtons node—and, with it, both the logo and button
sprites—have moved to their original location just left of the layer.
This shouldn't bother you too much, but it's worth considering that whatever you animate
in one Timeline is not reflected in another Timeline. So if you want to chain two
Timelines, you have to design the start of the next Timeline in exactly the way the previ-
ous Timeline leaves the node to prevent the nodes from making any sudden movements.
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