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        FLASH 5 PART I USER MANUAL
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1.      A BETTER UNDERSTANDING     Flash has been marketed lately as a Web Development tool  but it   s not easy to learn because of a  counter intuitive interface and may not be the right tool for the job  If you re using any of these other  applications for Web Pages and you re thinking about switching to Flash  there are some things to  consider        Flash requires a plug   in for the viewer to see your site   These plug ins now come with  all new browsers       Accessibility is an issue   Some progress has been made       For best results  you can always keep your pages in these other formats and simply  insert a Flash animation movie to make it more interesting     It is important though that you understand that Flash is a Multimedia Authoring tool that can also be  used for web pages     THE AUTHORING ENVIRONMENT     When you start the application  Flash opens a new movie by default  After that  you can create  more    new movies    by choosing File  gt  New    Stage   The stage displays what the end viewer will see  much like the canvas in PhotoShop  You    can open the Movie Properties window to modify the size  frames per second  fps  and  background color of the stage by choosing Modify  gt  Movie     Stage       at BDA ETT    File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona       FLASH 5 PART    USER MANUAL          Toolbar  Tode            kok   The toolbar contains tools for creating and changing 
2.     e LE EE  shake           3  Select frame 20 in the timeline    4  Select Insert  gt  Keyframe    Notice that the visual cue here is that the timeline turns green and there is an arrow with a  solid black line          10 15       File name  Flash5_I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona       FLASH 5 PART I     USER MANUAL    ANIMATION BASICS   PRACTICE REVIEW eB     Remember the conditions for a Shape tween     Steps     File name  Flash5 I User pmd  Last modified  04 30 02    4  4    beginning and ending keyframes  must be a shape    Hint  grouped objects have to be ungrouped and text and symbols must be broken apart    Make a new layer and label it    review      Draw your object  Create shape tween      with shape selected  locate the Frames panel    choose Tweening  gt  Shape  Hint  if Frames panel cannot be seen choose Modify  gt  Frame    Insert 2nd keyframe      click in frame20     choose Insert  gt  Keyframe    Deselect shape by click anywhere other than the shape  Alter shape     click and drag at one of it s sides    with 2nd keyframe still selected  delete shape and replace with new    shape    Save and test movie    Copyright Arizona Board of Regents  2002  University of Arizona       FLASH 5 PART    USER MANUAL    MORE WITH SHAPE TWEENS     Text and imported graphics can be made into shapes by breaking them apart  This will create one  extra step when doing a shape tween     Steps   1  Adda new laye
3.    Multimedia Module    FLASH 5 PART I  USER MANUAL       Flash5_l User pmd  Last modified  04 30 02       FLASH 5 PART    USER MANUAL    File name  Flash5 I User pmd  Last modified  04 30 02    TABLE OF CONTENTS    A Better VANG Ab Jr skil a 3  The Authoring Environment EEE EE EE 3  Creating Animation   Keyframes and Motion Tweening       occccoccnncnccnncccnncnonncnncnnnnnnnnnnnncnnnnnnnannnnos 5  Animation Basics   Practice Review 1        rrrnnrnnnnernnnnnnnernnnnnnnennnnnnnnennnnnnnnernnnnnnnennnvnnnnsnnnsnnnnennunennee T  EEN E e E E A E ENE A Es T  Shape TWEN soriana a EA E ie oy EA EATER E ME EEES 8  Animation Basics   Practice Review 2              ccccccecccsscccseeseeeecseeceecceseecaseceseesesenseessesecseesseesseeenaass 9  More With NE 10  MEIN e E conde E E E E E E E A E RE 10  Pave 10  OS EE EE Or 11  AE PE EE MN 11  Beyond Animation   Practice Review 3      rrrrrernnrennnevnnnvvnnvrnnrvnnnernnnnnnnennnennnnennnrnnnnnnnnssnnnnnnnennnnennn 12  Buttons   The Hit State EEE EE EE 13  Beyond Animation   Practice Review 4      rrrnrnnnnrnnnnrvnnnrnnrnnnerrnnrennnrnnnrennnennnnennernnnsennsnnnnsennennsnennn 14  Adding Sound A o UU 14  Beyond Animation   Practice Review 5      rrrrrernnrennnevnnnvvnnvrnnrvnnnernnnnnnnennnennnnennnrnnnnnnnnssnnnnnnnennnnennn 14  o PE Po EE UE e 15  ACUM A A   N 15  Beyond Animation   Practice Review 0 scr ticas 15  EEE EEE EE NE ET E E 16    Copyright Arizona Board of Regents  2002  University of Arizona    FLASH 5 PART    USER MANUAL  
4.   6  Preview in Test Mode by selecting Control  gt  Test Movie  Hint  Flash exports  the  fla as a  swf file and opens it in a new window   LAYERS     When you create a new Flash movie  it contains one layer by default  You can add more layers  to organize the artwork  Layers do not add to your file size  and it is recommended that you put  all objects as well as sounds on separate layers  It is extremely important to label your layers        Steps    1  Double click on the words    Layer 1    2  Type the word    motion    to name this layer   3  Click on the Eye icon to hide this layer  Note   Clicking on the Eye icon hides all layers that  you have  If you had multiple layers and only  wanted to hide one of them  click on the bullet  of that layer that is in the Eye icon column    4  Select Insert  gt  Layer to add a new layer  You  may more quickly add a new layer by clicking  on the New Layer button    5  Name the new layer    shape      File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002    Last modified  04 30 02 University of Arizona    FLASH 5 PART    USER MANUAL       SHAPE TWEENING     Remember that the two conditions for a motion tween are  a beginning and ending keyframe   and a group or symbol     The two conditions for a shape tween are  a beginning and ending keyframe  and a shape     Steps   1  Make object is selected     2  Locate the Frames Panel  Window  gt  Panels  gt  Frame  and choose Tweening  gt   Shape       Tweening   None    Motion
5.  Last modified  04 30 02    University of Arizona       FLASH 5 PART    USER MANUAL    SCENES     Scenes are one way to organize your movie  You can add   delete  duplicate  rename  and change the order of scenes            You can quickly jump from scene to scene using the Edit  Scene icon above the timeline     es lm      ACTION SCRIPT     Flash has a scripting language called ActionScript  Its used to add sophisticated interactivity   Actions can be added to a frame  button or movie clip     BEYOND ANIMATION   PRACTICE REVIEW 6     Steps    le Add a new scene  Insert  gt  Scene   2  Place    shape    button instance on the stage in scene 2  3  In Actions Window  click and hold on the         sign to reveal the drop down menu  4  Choose Basic Actions  gt  Go To  D  Choose Scene 1  Frame 1  6  In Scene 2  create a New layer and name it    stop action     T  Select frame 1 in    stop action    layer  8  In Frame Actions window  click and hold on         sign  9  Choose Basic Actions  gt  Stop  10  Navigate to Scene 1  11  Select    text button    instance on stage  12  In Object Actions window  click and hold on         sign  13  Choose Basic Actions  gt  Go To  14  Choose Scene 2  Frame 1  15  Add Stop Action to Scene 1  16  Test Movie   File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002    Last modified  04 30 02 University of Arizona    FLASH 5 PART    USER MANUAL       CRITERION TEST  20 min     This is the criterion test for the Flash 5 Part   module  
6. It is going to test your comprehension of the  workshop you just participated in or allow you to test out of the Flash 5 Part   module        Open a new document and save to the desktop as     YourName  fla        Create a circle that moves from the left side of the stage to the right side      On a second layer create a shape tween of a box that turns into a circle      On a third layer create a button of out of your name  make it red and put a sound  on the over state    don t forget to create the hit state       Publish for the web     File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona    
7. Palette s in PhotoShop     A You can open all panels by selecting Window  gt  Panel    all ml a  sets  gt  Default Layout    sy a From       The authoring environment or source file is known as a  fla file  The published movie is known  as a  swf file  When saving a new file Mac users must include the  fla extension  in the name     CREATING ANIMATION   KEYFRAMES AND MOTION  TWEENING     Using a    tween    is a simple way to achieve animation  The two kinds of tweens in Flash are  Motion tweens and shape tweens  For a Motion tween there are two conditions that need to  be met       a beginning and ending keyframe    your object must be a group or symbol     5  That s a Keyframe  A keyframe is a frame that signifies a beginning  or an ending   File name  Flash5_I User pmd Copyright Arizona Board of Regents  2002    Last modified  04 30 02 University of Arizona    FLASH 5 PART I  USER MANUAL    Anything you draw with flash except text  Visual cue     appearance of small white dots when selected    Any shape that has been grouped  or any imported graphic  Visual cue     surrounded by blue bounding box when selected    Any object can be converted into a symbol  All symbols are stored  in the Library    Visual cue     surrounded by a blue bounding box with a crosshair  in the center       Creating a Motion Tween   Steps   1  Draw a circle and make sure it is selected    2  Select Insert  gt  Create Motion Tween     It is now a symbol  Flash has changed the shape into a symbol  Re
8. a hit state to the button by        13  Get into Symbol Editing Mode     CE    14  Add a keyframe in hit state    15  With the hit state frame selected   use the rectangle tool to create a  shape that covers the entire text  area     16  Test the button    File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona       FLASH 5 PART I     USER MANUAL    BEYOND ANIMATION   PRACTICE REVIEW 4     Steps     10     Add a new layer and label it    text      Type the word    Text    on the new layer   Convert the text to a symbol  Insert  gt  Convert to Symbol    Choose Button behavior and name the button    text button     Click OK   Double click button icon in Library to go to Symbol Editing Mode   Add keyframe in over  down and hit states   Change appearance in over and down states  color  size     Use rectangle tool to create a shape that covers the entire text area  This creates  the Hit State     Test the button    ADDING SOUND TO A BUTTON     Sound can be added to the over or down state of a button  Keep in mind that sound must be in  its final form before importing it into Flash     BEYOND ANIMATION   PRACTICE REVIEW 5     Steps   al Double click instance of    shape    button on Stage  to open into Symbol Editing  Mode   2  Select    Over    State  3 Locate a sound file from the common Library  sound  and drag it onto the stage   4  Test button  File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002   
9. artwork  The Line  LP  Rectangle and Oval tools function as you would expect from using other    graphic programs     Al      Steps  Fal  1  Using the oval tool  create a circle i        eo  2  Click once using selection tool E    3  Click once on shape to select the fill      4  Drag fill to the side to show that stroke has been left behind    5  To select both stroke and fill  double click  or drag the selection  tool around object    Different tools have different modifiers  Note  they are  called modifiers in all lessons  but on the toolbar they are    labeled as    Options             Timeline     The left side of the timeline contains Layers used to organize movie content  Like the layers  in PhotoShop  they can be locked or hidden  The right side contains Frames and the play   back head in the same way that you may have seen in other animation applications        DE eru ee ae 13    File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona    FLASH 5 PART    USER MANUAL       Library        The Library is used to store and organize reusable elements  called symbols  Types of symbols include graphics  buttons   and movie clips  The Library is where all imported graphics and  sound files are stored  The Flash Library window is similar to  Director s Cast window     You open the Library by choosing Window  gt  Library        Panels     Panels make it easier to access options for modifying  elements  Similar to the 
10. h are       Buttons used to control interactivity  and navigation     Movie Clips used for complex animations  9 Graphics  when you import graphics  flash turns them into symbols     Common Libraries     Notice the difference of the screen  as we are in symbol editing mode as opposed to the  main timeline of a scene     You can get back to the main timeline by choosing Edit  gt  Edit Movie or you could simply  click on the Scene 1 icon as we only have one scene anyway        gt        fy Seems I En Gutten    E  LAEN 7 z ha ar WES  D bayer 8 2 ane  D baya      ME o Haaa           de  Over  Down Hit         CREATING A BUTTON     When you select the button behavior for a symbol  Flash creates a Timeline with four frames   These refer to the corresponding state of the user   s mouse         Steps   1    Choosing Insert  gt  New Symbol a_i  2  Choose Button behavior Ey fans  Go Par Button  3  Name it    Shape button    and click OK Pine  Feauni i  D bowen I ye tele   gt   4      Draw a button D Layn     mll        O  Add keyframes to over and down states     Ez alu ao  el elf    File name  Flash5 I User pmd    Copyright Arizona Board of Regents  2002  Last modified  04 30 02    University of Arizona       FLASH 5 PART I     USER MANUAL    Change appearance in over and down states  color  size   To change the size of  the button choose Modify  gt  Transform  gt  Scale and Rotate and type in 80      Navigate back to the main timeline by choosing Edit  gt  Edit Movie or clicking on  
11. member   the two conditions for a Motion Tween are  beginning and ending keyframes and  a group or a symbol        Creating an Ending Keyframe        Steps   1  Select frame 20  2  Select Insert  gt  Keyframe from top menu   3  Click on the second keyframe    10 15  4  Move the circle with the move tool  5  Hit return to show the animation    Preview in Test Mode   Steps     1  Select Control  gt  Test Movie    File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona    FLASH 5 PART    USER MANUAL       ANIMATION BASICS   PRACTICE REVIEW 1     Steps   1  Open new document and save to desktop as    review fla     2  Draw your object  3  Create Motion Tween    Using Arrow tool select object    choose Insert  gt  Create Motion Tween  Hint  Flash turns your shape into a  symbol  4  Insert you second keyframe in frame 20  Hint  Your first keyframe is automati   cally put in for you by default   e click on frame 20    choose Insert  gt  Keyframe  e with second keyframe still selected  move object to different place on stage  Hint  you should see an arrow with a solid line in blue shaded area on time  line  If line is broken you may have completed steps in the wrong order  If you  add the second keyframe before adding the motion tween  your object will still  be a shape  Remember that motion tweens can only be done on a Group or  Symbol   5  Alter position of object in 2nd keyframe   Drag object to different place on stage 
12. r  2  Name it    text     3  Type the letter A  4  Select it  Note  after typing the    A       you may need to enlarge it  Do by  using the Character Panel       5    Choose Modify  gt  Break Apart   Notice the little white dots in the A  after we break it apart     6  Choose Shape tweening in the Frames Panel   7  Insert 2nd keyframe   8  Replace the letter A with the letter Z in the second keyframe  9  Break the Z apart  Modify  gt  Break Apart    10  Save and Test the movie    Tip  Use the Info Panel to get the X and Y coordinates if they want the letters to be in the same  location     IMPORTING   Steps   1    Choose File  gt  Import   2  Locate the file and Open  Note  On a MAC  there are two extra steps  after the  import window opens  you have to click add then click import  On the PC once you    have chosen File  gt  Import  you image will appear on the stage  All imported files  also go to the Library where they are stored as reusable elements called symbols     PUBLISHING     The Published file goes into same folder or area as the saved file  Because of this  it is important  to know where your saved file is     Steps     1    Choose File  gt  Publish Settings to find the publish settings    File name  Flash5 I User pmd Copyright Arizona Board of Regents  2002  Last modified  04 30 02 University of Arizona    FLASH 5 PART    USER MANUAL       SYMBOLS     A symbol is a reusable image  animation  or button   all stored in the Library    The 3 kinds of symbols in Flas
13. the Scene 1 icon    BEYOND ANIMATION   PRACTICE REVIEW 3     Steps     File name  Flash5 I User pmd    Last modified  04 30 02    Create a new movie and save it as  buttons fla    to the desktop  Create a button Symbol    choose Insert  gt  New Symbol  choose button behavior   name your button  shape button     click OK        gt   gt  o    Draw a button  Add keyframes to over and down states  Change appearance in over and or down state  color  size     Place Instance of Button on Stage  Hint  to get back to the main timeline choose  Edit  gt  Edit Movie      select button in library    drag button to Stage    Test button by choosing Control  gt  Test Movie    Copyright Arizona Board of Regents  2002  University of Arizona    FLASH 5 PART    USER MANUAL       BUTTONS   THE HIT STATE     Steps   1  Make sure the first layer is labeled    shape     2  Add a new layer and label it    text     3  Type the word    Text    on the new layer    Now we will convert this text into a button     4  Select text and choose Insert  gt  Convert to Symbol  9  Choose button behavior   6  Name button    text button      T  Click OK     We must now get into symbol editing mode ourselves by     8  Locate button in Library   9  Double click on button icon   not name  to open into Symbol editing mode  10  Add keyframes to over and down states   11  Change appearance of button in over and down states  color  size     12  Select Edit  gt  Edit Movie to get back to the main timeline     Let s now add 
    
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