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| Translating
Your Flash animations to Video |
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Introduction
This tutorial explains how to translate
Flash animations to broadcast quality video.
Contents
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| Why
translate your Flash animations to
video? |
Macromedia Flash has done a great thing.
It has taken the idea of cartoons on
the Web out of the broadband future of
myth, and turned it into a right here,
right now reality. In the process, it's
spawned a whole new industry and a new
generation of animators producing shows
for the Internet. But the fact is, even
though there are millions of people on
the Internet and growing, the number
of people looking to the web for entertainment
doesn't come close to the number of people
who watch television. And video tape
is still a great way to distribute or
show case your work. Just about everyone
has a VCR, and, even if they can't set
the clock on it, they don't have to worry
about downloads, missing links or crashing
computers to use it.
Fortunately, using Flash does not mean
you're limited to producing for the Internet.
Flash is genuinely resolution and platform
independent. So the movies you create can
be transferred to video, or even at high
resolution to film or Hi Def video, and
still look great. At FlickerLab we've used
Flash to, animate shows for Cartoon Network,
animate cell elements for the Disney Kid's
broadcast package, and just recently, to
create a 3 minute animation in Michael
Moore's new film bowling for columbine.
Not only is it a great animation tool for
creating cartoons, if necessary, we're
able to repurpose the same animation work
for both television and the Internet.
So, whether you're hoping to use your animation
for more than one medium, make a television
deal, sell videos of your work, create
a reel to get more work, or just show your
mother what you stay up all night doing,
there are a lot of reasons for wanting
to get your Flash animations onto video
tape.
But wanting and doing can be so far apart.
The world of video presents a whole new
set of technical requirements and limitations.
FlickerLab has put together this FAQ to
help demystify the process. It contains
a fair amount of technical information,
which is unavoidable. But we hope it both
makes some sense of the alchemy of video
and gives practical guidance on how to
best build and prepare a Flash file that
will some day live on video. And be seen
by millions. And make you famous.
One thing we don't focus on is computer
video hardware, as this is another topic
unto itself. First, you need to decide
whether you want to put your work to video
yourself, or outsource it to a facility
such as FlickerLab. If you decide to do
it yourself, there are literally dozens
of solutions. You need to figure which
one best fits your budget and your needs.
Certainly a cost efficient method is using
a firewire card or built in firewire port
and dv video compression. A good source
to learn more about digital video is 2-Pop.com. |
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| Broadcast
Action/Title Safe (with Flash
template) |
TERMS
Action Safe: The video area in which
important actions should take place.
Title Safe: The area in which all
type must be placed.

The visible image on a computer monitor
does not extend fully to the edge of the
monitor screen, so even when a movie is
played full screen, the entire image is
visible. On a television set, however,
the image extends beyond the edge of the
screen, making a certain portion of the
image not visible. While this amount varies
from television set to television, there
is a standard set of two guides you can
use to make sure the important parts of
your movie remain visible on any television
set. The outer guide is called action safe.
All important actions should take place
within this area. The inner guide is called
title safe. Any text on the screen should
take place within this area.
We've included a Flash version of the broadcast action/title
safe template. Bring it into your
Flash movie and use it to determine the
edges of your critical action and where
to place your text. TIP: After placing
the template as a layer in your flash file,
you can turn it into a guide by double-clicking
the layer and selecting the "guide" option.
This should allow you to view the template
from within your Flash file, but prevent
it from showing up once you have published
the movie.
Then, when you're ready to go to tape,
you don't have to worry if everything
you spent so long to animate will show
up or not, and you won't have to resize
or reposition your images within the
movie.
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| Type
Size |
| The general rule in broadcast is that all
type should be at least 18 points in
size. But keep in mind your original frame
size. If you are scaling your movie
up 200% to get it onto video, you can
have 9 point type. If you are reducing
it to 50%, you should use 36 point type
or greater. And so on. You should also
avoid type faces with very thin lines,
as these will tend to break up on video.
(See Line Weight.) |
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| Line
Weight |
| A single frame of video is actually made
up of 2 sets of scan lines.
Because of this, a horizontal line 1
point thick or less will flicker on video.
It is visible as the first set of lines
scan, then disappears as the next does.
So all horizontal lines should be 2 points
thick or greater to show up correctly
on video. However, you can cheat this
a bit by making a line that is 1.5 pixels
thick. This results in one solid pixel
line, with a second line at 50% opacity.
This will appear smaller than 2 solid
pixels. |
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| Interlace
Flicker |
For the same reason that single pixel lines
flicker on video (see Line
Weight), objects with hard horizontal
edges also tend to flicker. Applying
a slight vertical blur of .5 or 1 can
soften the edge, and reduce the appearance
of flickering. We often add a 1 pixel
blur to our animations, in any case,
to soften the generally hard look of
Flash vectors.
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| Broadcast
Color Safe |
Although computer monitors have the ability
to display millions of colors, many of
us are already used to designing within
the Web palette. The Web palette helps
ensure that colors created on one computer
system will look the same on others.
This has allowed a greater level consistency
and predictability through out the world
wide Web.
Broadcast imposes its own limitations on
color, which are tied to the limits set
by the NTSC video standard. It's an old
standard (as old as color TV), and is unable
to handle some colors, especially very
saturated ones. Colors that fall outside
these limits are considered not broadcast
safe, or "illegal" colors. They
will look terrible on TV--buzzing, bleeding
and in general carrying on in a most unpleasant
manner. In certain cases they can even
damage older television transmission equipment.
This will not endear you to any station
that shows your work. In fact, when a station
encounters a tape with non-legal colors,
they will usually not run it, or they will
desaturate the colors in an extreme way,
often producing a different, but equally
ugly, result.
The only way to be completely certain a
video image contains only broadcast safe
colors is to run it through a broadcast
waveform monitor, a device designed for
this purpose. However, software programs
such as Final Cut Pro and Adobe Premiere
include a software version of waveform
monitors. While this is not 100% as dependable
as hardware scopes, it should give you
a pretty close idea of whether your colors
are NTSC legal or not.
The other option is to color correct a
movie after it's done. This makes the most
sense if you want don't want to be limited
by broadcast safe colors in the Internet
version of your animation, or if are converting
something you already created. This can
be done by processing the entire movie
or spot correcting individual illegal colors.
We do our spot color corrections by running
our Flash file out through a waveform monitor,
and adjusting the colors individually untill
they are legal. We color correct entire
movies in Adobe After Effects. |
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| With
broadband coming, why bother? |
When we see it--we'll believe it.
Broadband has been right around the corner
for some time now. That might be the case,
but until everyone in every home has a
superfast Internet connection and an equally
powerful computer, and watches tv on the
computer, nothing is going to replace the
beloved television. Even then, much of
what is sent over broadband will be video
signals and will need to be suitable for
broadcast or webcast.
In any case, for your work to be seen anywhere
but on a computer right now, you need to
translate it into a video signal. |
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| What
frame rate should you build your Flash
file at? |
Every second of video has 30 frames. But
Flash animations can be done at any frame
rate, which raises a couple of important
questions:what frame rate should you
work at, and second, if you choose to
work at a rate other than 30 frames per
second (fps), how do you convert to 30
fps? I deal with the question of frame
rate conversion below.
You can create a Flash movie at 30 fps.
But if is going to be played back on a
computer, a 30 fps .swf file will generally
produce unacceptably high data rates, unless
the image is very small and simple, or
the computer it is playing on is very fast.
It can also create a lot of extra animation
work if you want to draw in-betweens for
all 30 frames. Fortunately, there is no
need to build your Flash movie at 30 fps,
even if you are planning to transfer it
to video.
At FlickerLab, we usually build animation
that needs to work on the web or video
at 12 fps. This gives us a good balance
of lower data rates and smoother animation.
When creating cartoon style animation,
it also keeps our work consistent with
the majority of broadcast animation. While
some high end cel animation is done at
24 frames per second (the rate that film
is projected at), much broadcast animation
is created at 12 fps. This is because it
is drawn on "2's." In other words,
each image holds for 2 frames. Do the math
and it becomes clear why--half the amount
of frames to draw each second. While Disney
and Dreamworks may have virtually unlimited
budgets to create their epic animations,
most broadcast (and even more so, Internet)
productions are on very tight budgets.
But even the big studios do a lot of character
animation on 2's. It looks good that way,
so why create twice the work?
If we are using flash to build a cartoon
solely aimed at broadcast or film, however,
we build it at 24 fps. That way we can
animate on 2's for most of the character
animation, but do animate on 1's for segments
or particular motions that require smoother
animation.
If we are using Flash to build graphics
for broadcast use only, and so won't be
hand drawing in betweens, we usually build
the file at 30 fps. This will give us the
smoothest motion, and data rate won't be
an issue for you. It is also possible to
even build it at 60 fps, and convert this
to a 30 fps video with fields (see
next section).
In the end, you can decide to build it
at any rate you want. The lower the rate,
the smaller the file size, data rate and
number of frames to animate, but the less
smooth the animation. Conversely, the higher
the frame rate, the higher the file size,
data rate and number of frames to animate,
but with smoother animation. |
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| Frame
Rate Conversion/3:2 Pulldown/Fields |
You can use any video application such
as Adobe After Effects, Final Cut Pro
or Adobe Premiere to re-render the animations
to 30 fps. If your frame rate is divisible
into 30, that is all you need to do.
A 15 fps movie will just hold each image
for 2 frames. A 10 fps movie will hold
each frame for 3 frames. And so on.
But if the frame rate is not evenly divisible
into 30, for instance 12 fps, you will
not have a smooth result going to 30 fps.
Some frames will hold for 2 frames and
some will hold for three. This can be resolved
by taking advantage of video interlacing.
Although video has 30 frames per second,
each frame is actually split into two sets
of scan lines, or fields. The video monitor
draws first field one, the odd set of scan
lines (lines 1,3,5,7,etc.), then field
two, the even set (lines 2,4,6,8,etc.).
For a single video frame of a circle moving
horizontally, as illustrated below, the
first field will show the circle in position
A for 1/60th of a second, and the second
field will show it in position B for 1/60th
of a second, creating a final frame as
shown in illustration 3 below. This is
called interlaced video, and how a standard
video camera records motion.


For animation coming from Flash, which
does not have fields, the fields are used
to smooth out the uneven conversion rate.
For a frame rate that doesn't go into 30
evenly, these fields frames are blended,
with one field being made up of the frame
before, and one being made up of the frame
after. When converting from 24 fps, which
most films are shot at, to 30 fps, this
is called adding a 3:2 pulldown. This is
because you end up with footage that has
3 whole frames, and then 2 split frames.
At FlickerLab, we add the 3:2 pulldown
by rerendering our exported movies out
in Adobe After Effects. |
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| Movie
Size/Aspect Ratio |
TERMS
Aspect Ratio: The number of pixels
an image is wide compared to the number
of pixels high. NTSC video is 4:3.
Pixel Aspect Ratio: The shape of
the pixel making up an image. On computers
it is square. For NTSC video it is rectangular,
with each pixel taller than it is wide.
Flash movies are resolution independent.
This means they can be scaled as big or
small as you want without any loss of image
quality (as long as you are only using
Flash vectors, and not pixel based images
such as .png or .jpg files). So movie size
is not an issue in going to video. What
does matter, however, is the aspect ratio.
NTSC video, or the standard video you see
on TV, is built at a 4:3 pixel ratio. This
means that for every four horizontal pixels,
there are three vertical pixels. If you
want to build your movie at a wider aspect
ratio, for instance 16:9, to make it movie
more cinematic looking, you will need to
either crop off the left and right edges
when you go to video, or letter box the
image by adding black bars to the top and
the bottom.
If you have built your movie at a 4:3 ratio,
you can export it to the appropriate size,
which depends on how you are going out
to video. Some older compressed video systems
require a 640X480 sized movie. But most
broadcast quality solutions require a D1
sized image, which is 720X486 pixels. DV
video is 720X480 pixels. This raises another
question, because neither 720X486 nor 720X480
are actually a 4:3 ratio. This is because
there are two kinds of pixels. Computers
use square pixels. But video uses rectangular
pixels. This means that a full video image
will look squished on a computer monitor,
but will be stretched taller with the rectangular
pixels on a video screen.
What you need to know is this. If you are
going to:
D1- This is 720X486 rectangular pixels.
Start with a 720X540 movie and squish it
down to 720X486. If you are adding fields,
whether it is lower or upper field first
depends on the specific hardware. You should
test both. The wrong one will be obvious.
DV- This is 720X480 rectangular pixels.
Start with a 720X540 movie, squish it down
to 720X486, then crop off the top 2 and
bottom 4 pixels. DV uses lower field first
for field rendering.
Or you can call up FlickerLab, and we'll
deal with all of this for you. |
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| Embedded
Movie Clips |
| Although Flash movie clips can be very
useful, they do not play when you export
to a time-based format, such as video.
These must be converted to graphic files.
If the movie clip was looping, you will
need to manually set the number of times
the graphic will play in the Instance
panel. The general rule is that whatever
animation plays down on your timeline
will export to video. But things that
don't play on the timeline (animation
embedded in movie clips and scripted
animation) will not export. |
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| Exporting
to QuickTime or AVI |
In order to get a Flash movie to video,
it must first go to a pixel based format,
such as QuickTime, avi or a numbered
bmp sequence. You access this through
the Export Movie sub-menu on the File
menu. One note regarding QuickTime. On
a Macintosh you can export to QuickTime
Video, which means it will be pixel based.
On windows you can only export to QuickTime,
which means it remains a Flash movie,
but playable by the QuickTime player.
In this case it will not be pixel based.
When you go out, you want to choose 24
bit color and no compression on any option.
This will give you the cleanest looking
start point for your conversion to video.
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| Data
Rates and Flash Animation |
One major advantage that video has over
the Internet is that you are not faced
with the data rate constraints as you
are in animations that must be played
in real time on a computer. You can put
in as much motion or as many complex
images as you want. Once it is exported
to a movie and put on tape, that complexity
is irrelevant.
Sometimes you may want to go back and add
in some smoother tweening and higher resolution
images that you couldn't use when it was
to be streamed. |
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| Compressed
vs. Uncompressed video |
TERM
Codec: Short for compression/decompression.
Any software or hardware device that lowers
the data rate on video, most often so that
it can play in real time.
In order for video to be sent over the
Internet and played in real time on a computer,
the image must first be compressed. The
most common forms of compression for this
purpose include Sorenson, Real Player and
Cinepak. The general rule is that the smaller
the file size and data rate, the more distorted
or degraded the image will look.
But compression is also used in many professional
video editing systems such as the Avid,
Media 100 or Final Cut Pro stations. These
are usually variable compression rates,
where you can make a decision balancing
smaller file size and better quality.
But when you are going to broadcast, it
is ideal to have an uncompressed image.
This means that there is no distortion
or degradation of the image to reduce its
size. This requires specialized hardware
such as an uncompressed Avid system, an
uncompressed disk recorder, or a Final
Cut Pro station with an uncompressed video
board. These systems combine specialized
video hardware and extremely fast hard
drives to sustain the high data rates needed
to work with uncompressed video. FlickerLab
uses uncompressed systems to put our Flash
work to video. |
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| Tape
Formats |
Here is a breakdown of some of the major
formats of video tape.
D1: The standard for digital, uncompressed
broadcast video. However, this format is
largely being replaced by Digibeta, a cheaper
and less expensive format.
Digibeta: Comparable in quality to a D1
tape. It is also a digital signal.
Beta SP: A common format for cable stations.
It is an analog format, but still high
quality.
DV: This is a digital format that is compressed
5:1, but it's convenience, generally good
image quality and affordability are making
it very popular as a shooting format.
3/4": An older, analog format. It
is mainly used as a viewing format at places
that haven't bothered to replace it.
1/2": The analog tape which most people
are familiar with. This is the type which
runs in a home VCR. |
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| Hi
Def Video and Film |
Because Flash is resolution independent,
it is possible to transfer at high resolution
to both Hi Def video (a set of new, hi
resolution video standards) or to film.
We recently created a 3 minute animation
for Michael Moore's new film "Bowling
for Columbine" in Flash. This was
transferred to Hi Def tape, then converted
to 35 mm film with great success.
As there are a wide range of technical
standards possible for each of these choices,
we can't go into too much detail here.
Contact FlickerLab if you are interested
in this option. |
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| What
is broadcast quality? |
Broadcast quality is a subjective standard.
In general, it means good enough for
someone to put on the air. For a show
like "Cops," that standard
includes low resolution black and white
surveilance footage shot from a state
troopers car during a high speed chase.
For a prime time show, however, it is
more likely to mean shooting on film
or Hi Def tape, and laying it off to
digital NTSC video tape with an uncompressed
signal.
So what should it mean for Flash animation
creators? Making it as high quality as
your capable of. For FlickerLab, this means
ensuring broadcast safe colors, D1
resolution images, uncompressed
video and 3:2 pulldown,
layed off to digi-beta or beta-sp tape.
The Flash to video transers we do are without
any compromises. |
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| What
if I'm going to tape and do not plan
to broadcast it? |
Although you might not have any immediate
plans to broadcast your animations, there
are still many reasons for you to consider
putting your work to digital video. First
is for archiving purposes. By archiving
your work you place it on a platform
that is independent of the Internet technologies
which change from day to day. Also, if
you want to send your work out to prospective
clients, having all the work on one video
tape keeps the audience captive. You
don't have to worry about download times,
incorrect URLs, the playback rates on
computers. Video is much more stable
than the internet. All you need is a
VCR and a TV. You don't have to worry
about the million snafus one might encounter
on the Web.
In this case, you do not need to be as
concerned with using uncompressed
video or precise broadcast
safe colors, though you should avoid
highly saturated colors as they still won't
play well on an NTSC television. A good
solution for non-broadcast purposes is
DV video, which you can output from programs
such as Final Cut Pro or Adobe Premiere
using a firewire connection. |
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| What
is the difference between NTSC and PAL
video standards? |
| NTSC stands for the National Television
Systems Committee. It is a national standard
for television broadcast in the United
States and other countries. The video
signal has 525 scan lines of information,
revealed at 30 frames per second. PAL
is the European, African and Asian standard.
It stands for Phase Alternation by Line.
It has more information per frame (625
lines) and runs at 25 frames per second.
These two systems are not compatible,
so you need to be aware of what your
destination standard is before you start
the process. |
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| This tutorial was written by Harold
Moss of FlickerLab. |
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| ©2007
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| ©2010
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| Wildform
provides a 100% satisfaction guarantee on all our Flash software.
If you are not completely satisfied with our Flash multimedia software
for any reason you may request a refund within 15 days
of purchase.
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