Below are some Adobe Flash Animation Trivia Questions! If you are a fan of making animations, you, for sure, have had the chance to use the adobe flash to make some of your own. Do you think you have what it takes to tackle this quiz on the basics of the app? Do give it a shot and see what more you may learn.
A frame that is the same as the keyframe before it - it looks like a gray rectangle without a dot
A frame that represents a change in content, be that scale, movement, rotation, color, etc - it looks like a gray rectangle with a black dot.
A frame without any content - it looks like a white box
A frame without any content - it looks like a white box with a white dot
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Select the shape, open the dialogue box in the properties window for ink color and make a selection. From there you can edit the weight and style in the properties window.
Select the ink tool in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window.
Select the paint bucket in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window.
Go to the actions window and add the "addStroke()" method to the fill. Be sure to also set the "strokeColor" and "strokeWeight" properties.
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The black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves.
The black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to transform the shape by scaling, rotating, skewing and distorting it.
The white arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The black arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves.
The white arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The black arrow allows us to transform the shape by scaling, rotating, skewing and distorting it.
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With a movie clip selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box.
With a shape selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box.
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It is the order in which Flash executes actionscript. Listeners are run first in order to "catch" any events that may occur so that all functions may run correctly without causing any TypeErrors.
It is the order in which Flash renders a scene - elements are stacked within layers and layers are stacked with the movie. Shapes fall to the "bottom" of the stack within a layer, allowing for symbols and text objects to "rise to the top." Likewise, layers at the "top" of the "stack" of layers in the timeline will be rendered first - being more visible - and those at the bottom will be obscured by any content in layers above it.
The order in which you have to nest symbols within movie clips in order for motion tweens to work correctly.
The order in which you have to nest movie clips within symbols in order for motion tweens to work correctly.
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Graphic
Bitmap
Button
Movie clip
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Make a graphic symbol, then edit its timeline to animate a movie clip with shape tweens. Then on the main stage, you could motion tween the graphic symbol.
Make a movie clip symbol, then edit its timeline to animate a movie clip with motion tweens. Then on the main stage, you could motion tween the movie clip symbol.
Make a shape symbol, then edit its timeline to animate a graphic with shape tweens. Then on the main stage, you could motion tween the shape symbol.
Make a movie clip symbol, then edit its timeline to animate a shape clip with shape tweens. Then on the main stage, you could motion tween the movie clip symbol.
Either b or d
You need to have content on all four keyframes (Up, Over, Down and Hit).
The "Over" keyframe represents what the button will look like when a user clicks on it.
The "Hit" keyframe represents what the button will look like when a user clicks on it.
You need to write some actionscript to get the mouse over and down states to work properly.
The hit area will never been seen by the end user.
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Be used to tween between one shape on one frame and another shape on another frame, but on the same layer.
Be used on the main stage.
Change the shape of a symbol.
Eat bunnies.
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The animation principle that deals with the motion at the end of an action.
The animation principle that deals with the effect on the surrounding environment as an action occurs.
The animation principle that deals with the motion at the beginning of an action.
The animation principle that deals with the transformation of object as it moves through its action and reacts with gravity.
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1thumb_mc
Thumb01.mc
*thumb01_mc
$01thumb
1thumb.mc
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Refers to when a dot or period (.) is used in actionscript to conclude a line of code.
Refers to when a dot or period (.) is used in actionscript to access a property or method of an object.
Refers to when a dot or period (.) is used in actionscript to being a function.
Refers to when a dot or period (.) is used in actionscript to set a parameter.
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0
On
False
1
True
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Sandbox_mc.addeventlistener(mouseevent.click, buildCastle);
Sandbox_mc.addEventListener(MouseEvent.Click, buildCastle);
Sandbox_mc.addEventListener(MouseEvent.CLICK, buildCastle);
SandBox_mc.addEventListener(MouseEvent.Click, buildCastle);
SandBox_mc.addEventListener(MouseEvent.CLICK, buildCastle);
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Gotoandplay(1, "replay");
GotoAndPlay("replay", 1);
GotoAndStop("replay", 1);
GotoAndStop(1, "replay");
Gotoandstop(1, "replay");
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Set the property .alpha = 0
Set the property .visible = true
Set the property .alpha = 1;
Set the property .visible = false;
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You need to give it an instance name in the property window.
You need to give it an instance name in the library.
You need to set its linkage properties to export for actionscript and assigning it a class by right clicking on the sound in the library and pulling up the "linkage" dialogue box.
You need to set its linkage properties to export for actionscript and assigning it a class in the properties window by pulling down the "linkage" option.
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Symbol name
Instance name
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[...]
(...)
{...}
:...;
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Forgetting to name your instances
Misspelling an instance name or variable
Forgetting a { or }
All of the above
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