Flash 5 Part I User Manual: Multimedia Module
Flash 5 Part I User Manual: Multimedia Module
Flash 5 Part I User Manual: Multimedia Module
TABLE OF CONTENTS
A Better Understanding ................................................................................................................. 3 The Authoring Environment .......................................................................................................... 3 Creating Animation - Keyframes and Motion Tweening ............................................................... 5 Animation Basics - Practice Review 1 .......................................................................................... 7 Layers ........................................................................................................................................... 7 Shape Tweening ........................................................................................................................... 8 Animation Basics - Practice Review 2 .......................................................................................... 9 More With Shape Tweens ........................................................................................................... 10 Importing ..................................................................................................................................... 10 Publishing ................................................................................................................................... 10 Symbols ...................................................................................................................................... 11 Creating a Button ........................................................................................................................ 11 Beyond Animation - Practice Review 3 ...................................................................................... 12 Buttons - The Hit State ............................................................................................................... 13 Beyond Animation - Practice Review 4 ...................................................................................... 14 Adding Sound to a Button ........................................................................................................... 14 Beyond Animation - Practice Review 5 ...................................................................................... 14 Scenes ........................................................................................................................................ 15 Action Script ................................................................................................................................ 15 Beyond Animation - Practice Review 6 ...................................................................................... 15 Criterion Test ............................................................................................................................... 16
A BETTER UNDERSTANDING:
Flash has been marketed lately as a Web Development tool, but its not easy to learn because of a counter intuitive interface and may not be the right tool for the job. If youre using any of these other applications for Web Pages and youre thinking about switching to Flash, there are some things to consider. Flash requires a plugin 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.
Stage
FLASH 5 PART I: USER MANUAL Toolbar: The toolbar contains tools for creating and changing artwork. The Line, Rectangle and Oval tools function as you would expect from using other graphic programs. Steps: 1. 2. 3. 4. 5. Using the oval tool, create a circle Click once using selection tool Click once on shape to select the fill Drag fill to the side to show that stroke has been left behind 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 playback head in the same way that you may have seen in other animation applications.
FLASH 5 PART I: USER MANUAL Library: The Library is used to store and organize reusable elements called symbols. Types of symbols include graphics, buttons, and movieclips. The Library is where all imported graphics and sound files are stored. The Flash Library window is similar to Directors Cast window. You open the Library by choosing Window > Library.
Panels: Panels make it easier to access options for modifying elements. Similar to the Palettes in PhotoShop. You can open all panels by selecting Window > Panel sets > Default Layout
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)
Shapes Groups
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
Symbols 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. 2. Draw a circle and make sure it is selected Select Insert > Create Motion Tween.
It is now a symbol. Flash has changed the shape into a symbol. Remember, the two conditions for a Motion Tween are: beginning and ending keyframes and a group or a symbol. Creating an Ending Keyframe: Steps: 1. 2. 3. 4. 5. Preview in Test Mode: Steps: 1. Select Control > Test Movie Select frame 20 Select Insert > Keyframe from top menu. Click on the second keyframe Move the circle with the move tool Hit return to show the animation
using Arrow tool select object choose Insert > Create Motion Tween. Hint: Flash turns your shape into a symbol
4.
Insert you second keyframe in frame 20. Hint: Your first keyframe is automatically put in for you by default.
click on frame 20 choose Insert > Keyframe 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. 6.
Alter position of object in 2nd keyframe. (Drag object to different place on stage) Preview in Test Mode by selecting Control > 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. 2. 3. Double-click on the words Layer 1 Type the word motion to name this layer 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. Select Insert > Layer to add a new layer. You may more quickly add a new layer by clicking on the New Layer button. Name the new layer shape
Copyright Arizona Board of Regents, 2002 University of Arizona
4.
5.
File name: Flash5_I_User.pmd Last modified: 04/30/02
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. 2. Make object is selected. Locate the Frames Panel (Window > Panels > Frame) and choose Tweening > Shape
3. 4.
Notice that the visual cue here is that the timeline turns green and there is an arrow with a solid black line.
Deselect shape by click anywhere other than the shape Alter shape: click and drag at one of its sides or with 2nd keyframe still selected, delete shape and replace with new shape
7.
10
5.
6. 7. 8. 9. 10.
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. 2. Choose File > Import. 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 > 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 > Publish Settings to find the publish settings
11
SYMBOLS:
A symbol is a reusable image, animation, or button ( all stored in the Library). The 3 kinds of symbols in Flash are: Buttons used to control interactivity, and navigation Movie Clips used for complex animations 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 > Edit Movie or you could simply click on the Scene 1 icon as we only have one scene anyway.
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 users mouse. Steps: 1. 2. 3. 4. 5. Choosing Insert > New Symbol Choose Button behavior Name it Shape button and click OK Draw a button Add keyframes to over and down states
FLASH 5 PART I: USER MANUAL 6. 7. Change appearance in over and down states (color, size). To change the size of the button choose Modify > Transform > Scale and Rotate and type in 80%. Navigate back to the main timeline by choosing Edit > Edit Movie or clicking on the Scene 1 icon
12
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 > Edit Movie select button in library drag button to Stage
6.
13
Now we will convert this text into a button: 4. 5. 6. 7. Select text and choose Insert > Convert to Symbol Choose button behavior Name button text button Click OK.
We must now get into symbol editing mode ourselves by: 8. 9. 10. 11. 12. Locate button in Library Double click on button icon, (not name) to open into Symbol editing mode Add keyframes to over and down states Change appearance of button in over and down states (color, size) Select Edit > Edit Movie to get back to the main timeline.
Lets now add a hit state to the button by: 13. 14. 15. Get into Symbol Editing Mode Add a keyframe in hit state With the hit state frame selected, use the rectangle tool to create a shape that covers the entire text area. Test the button
16.
14
15
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.
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.
Add a new scene (Insert > Scene) Place shape button instance on the stage in scene 2 In Actions Window, click and hold on the + sign to reveal the drop down menu Choose Basic Actions > Go To Choose Scene 1, Frame 1 In Scene 2, create a New layer and name it stop action Select frame 1 in stop action layer In Frame Actions window, click and hold on + sign Choose Basic Actions > Stop Navigate to Scene 1 Select text button instance on stage In Object Actions window, click and hold on + sign Choose Basic Actions > Go To Choose Scene 2, Frame 1 Add Stop Action to Scene 1 Test Movie
Copyright Arizona Board of Regents, 2002 University of Arizona
16