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Introduction to Macromedia Flash 8

Introduction to Macromedia Flash 8. © 2005 Macromedia, Inc. 2 Flash Workspace Tools panelTimeline Panels Property inspector Stage Current scene Layers

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Introduction to Macromedia Flash 8

2 © 2005 Macromedia, Inc.

Flash Workspace

Tools panel TimelinePanels

Property inspector

Stage

Currentscene

Layers

Workspace

3 © 2005 Macromedia, Inc.

Screen ResolutionDisplay Area in Microsoft

Internet Explorer

640 x 480 620 x 318

800 x 600 780 x 438

1024 x 768 1004 x 606

1280 x 1024 1260 x 862

Stage

You compose movie content on the Stage.

Set Stage size to match a specific browser size.

4 © 2005 Macromedia, Inc.

Tools Panel

Tools create the content of a movie.

Tools: Draw, paint, create text, select objects, modify objects, and erase objects

View tools: Zoom and pan

Colour tools: Set stroke and fill colours

Options: Modify the currently selected tool

5 © 2005 Macromedia, Inc.

Panels

Panels provide additional tools for creating and editing movies.

Click the options menu to view additional options for the current panel.

You can hide or show panels by using the options on the Window menu.

Options menu

6 © 2005 Macromedia, Inc.

Timeline

You can organize and control the content of a movie over time.

Layers

FramesPlayhead

Frame rate

7 © 2005 Macromedia, Inc.

Frames and Keyframes

Frames: Like films, Flash movies divide lengths of time into frames, which are organized on the Timeline.

Keyframes: Frames that define a change in what is displayed in a movie or include frame actions to modify a movie. When you open a new blank movie document, it contains one layer with one blank keyframe.

8 © 2005 Macromedia, Inc.

Frames and Keyframes

Keyframe with content

Blank keyframe

Empty frames

Empty slots for new frames

9 © 2005 Macromedia, Inc.

Layers

Layers are like multiple film strips stacked on top of each other, each with a different element that appears on the Stage.

Graphics

Animations

Text

Sounds

Buttons

Frame actions

10 © 2005 Macromedia, Inc.

Symbols and Libraries

Symbols are elements you reuse within a movie to reduce file size.

Types of symbols include graphics, buttons, movie clips, sound files, and text.

A library is where you store and organize symbols.

When you drag a symbol from a library to the Stage, you create an instance of the symbol.

11 © 2005 Macromedia, Inc.

Advantages of Using Symbols

Easy editing: If you change the symbol in the library, all instances of the symbol are updated automatically.

Smaller file sizes: Symbols are downloaded only once, regardless of the number of instances you’ve included in the movie. This reduces the size of your published movies and decreases download times.

12 © 2005 Macromedia, Inc.

Animation with Tweening

Tweening: A series of frames that change incrementally to create smooth movement or change over time. You can set the beginning and ending frames and have

Flash automatically create the frames in between.

Flash has two types of tweening: shape tweening and motion tweening.

13 © 2005 Macromedia, Inc.

Shape and Motion Tweening

In Flash, a shape is a vector-based object. You create a shape by using the drawing tools or by importing a vector drawing from another program.

Use shape tweening to animate one shape into another. You cannot shape-tween grouped objects, bitmaps, text that has not been broken apart, or symbols.

Use motion tweening to animate symbols, groups, and text blocks.

14 © 2005 Macromedia, Inc.

Shape and Motion Tweening

Shape Group SymbolText

Block

Broken- apart Text

Shape Tween

yes no no no yes

Motion Tween

no yes yes yes no

15 © 2005 Macromedia, Inc.

Sound

First, import a sound file into the library.

Add sound to a movie by dragging an instance of the sound into a frame.

To minimize file size, loop shorter sounds (to make them repeat).

16 © 2005 Macromedia, Inc.

Actions

ActionScript statements instruct a movie to do something while it is playing. Frame action: An action attached to a frame is

triggered when the movie plays that frame.

Object action: An action attached to an object is triggered when the viewer interacts with the object, such as moving the pointer over a hotspot or clicking a button.