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Flash Professional CS6 Essential Training
John Hersey

Flash Professional CS6 Essential Training

with Anastasia McCune

 


This course provides a solid foundation in Adobe Flash Professional CS6 and shows how to create an assortment of Flash content. Author Anastasia McCune explains the different destinations for Flash projects—mobile devices, the desktop, or the web—and where ActionScript fits into it all. She shows how to create a new project, structure document layers and arrange objects on the Timeline, and how to get started drawing basic shapes and incorporate text, images, audio, and video. The course also explains the different types of symbols and tweens in Flash, and how to use them to build and animate content. The final chapters outline the publishing options available for Flash projects, including Adobe AIR.
Topics include:
  • Choosing a document type
  • Working with panels and workspaces
  • Importing bitmap and vector graphics into a project
  • Understanding the Timeline and frame rate
  • Defining frames and keyframes
  • Creating button, graphic, and movie clip symbols
  • Nesting timelines
  • Building shape tweens and motion tweens
  • Defining inverse kinematic (IK) motion
  • Applying filters, blend modes, and masks
  • Integrating audio and video
  • Using ActionScript code snippets
  • Configuring SWF and HTML publish settings
  • Publishing with AIR

show more

author
Anastasia McCune
subject
Web
software
Flash Professional CS6
level
Beginner
duration
8h 2m
released
May 07, 2012

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Adobe Flash Professional
What is Flash?
00:00 Adobe Flash Professional is an application used by web designers, developers, and
00:05 animators to create rich content for screen and web environments.
00:09 Web designers use Flash for creating interactive and animated content for
00:13 web sites and mobile applications, working with and converting video using
00:17 Adobe Media Encoder.
00:19 Developers use Flash for creating and editing ActionScript using the built-in
00:23 coding tools, developing cross- platform mobile applications using Adobe AIR,
00:28 debugging and testing applications on AIR-enabled mobile devices, and
00:33 building applications which can be distributed across various device app
00:36 store ecosystems.
00:38 Animators use Flash for animating characters and objects using sophisticated
00:42 motion tweens, adding visual effects with various filters and blurs, and creating
00:47 lifelike environments using the various drawing tools.
00:51 Flash Professionals allows you to create engaging artwork, applications, and
00:55 animations like the ones you see here.
00:57 As a member of the creative suite, Flash Pro integrates with several other Adobe
01:01 applications, like Photoshop for bitmap editing and Illustrator for vector
01:06 symbol manipulation.
01:07 No matter if you are a web designer, developer, or animator, Flash Professional
01:12 provides you with an array of tools to help you create rich and engaging content
01:16 for the web, screen, or mobile devices.
01:20
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Introduction
Welcome
00:04 Hi! I am Anastasia McCune and welcome to Flash Professional CS6 Essential Training.
00:10 In this course, I'll start by showing you how to navigate around in Flash and
00:13 utilize parts of the interface like the stage, library, and the timeline.
00:18 Then I'll show you how to import artwork into Flash, as well as create and
00:22 manipulate some of your own using the Drawing tools.
00:25 We will see how to create simple animation using motion, shape, and IK tweening.
00:30 I'll also show you how to incorporate audio and video into Flash, as well as
00:34 interactive controls such as buttons and simple ActionScript.
00:38 Finally, I'll demonstrate publishing your files for browser, desktop, or
00:43 mobile deployment.
00:44 Throughout the course you will see a series of animals drawn by one of the art
00:47 students and a solar-powered house outfitted by the energy company.
00:51 We will be covering all the aforementioned features, plus plenty of techniques
00:55 and best practices, so you can create your own interactive compelling content in Flash.
01:00 So let's get started with Flash Professional CS6 Essential Training.
01:05
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Using the exercise files
00:00 If you are a Premium member of the lynda.com Online Training Library or if
00:05 you're watching this tutorial on a DVD-ROM, you have access to the exercise
00:09 files used throughout this title.
00:11 There is a folder for each unit of the course where there are activities for you
00:14 to follow along with.
00:16 For most tutorials, there is a start and an end folder.
00:19 The start folder shows what the files look like at the beginning of the
00:22 tutorial, as well as providing any additional files that you may need.
00:26 The end folder shows what an exercise looks like at the end if you follow all
00:30 the steps that I demonstrate.
00:32 If you're a Monthly member or Annual member of lynda.com, you don't have
00:36 access to the exercise files, but you can follow along from scratch with your own assets.
00:41 So sit back, relax, and get ready for some fun.
00:44
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Setting up local file permissions
00:00 When using the exercise files for this course, or developing and testing your
00:04 own projects, you may run into some issues with Flash security.
00:08 Flash doesn't like it when files on your local hard drive try to
00:11 communicate with the Internet.
00:12 While this helps prevent personal data from your computer being transmitted
00:17 without your consent,
00:18 it can really get in the way when you're trying to test your Flash applications.
00:22 The best way to get around this is to specifically tell your Flash Player which
00:26 files on your local computer you trust.
00:28 This is done in the Flash Player Settings Manager, which you can access whenever
00:32 the Flash Player sees a local file trying to communicate with the Internet.
00:36 To adjust the settings for this course, I'm going to double-click the file
00:40 called settings.swf in the exercise files for this chapter.
00:45 When I click on the blue button that's meant to open up the lynda.com web site
00:49 in a browser, nothing happens.
00:51 I'm working with Flash Player 11.1.
00:54 Depending on what version of the Flash Player you have, you might get a gray box
00:57 that tells you that Flash Player has stopped a potentially unsafe operation.
01:02 In either case, what we need to do is add the location of our exercise files to
01:07 our list of trusted locations.
01:09 This will tell Flash Player that these files are okay, and it'll allow us to
01:13 test without giving a security error or giving unexpected behavior.
01:17 So if you have the gray box telling you that Flash Player has stopped a
01:20 potentially unsafe operation, there should be a button marked Settings at the bottom.
01:25 Click that. I'm going to do something a little different that will get me to the same spot.
01:29 I'm going to right-click on my SWF file while it's open and choose Global Settings.
01:34 If you don't have the exercise files for this course, you could double-click to
01:38 open and then right-click on any SWF file that you have on your computer to
01:42 access the Global Settings.
01:44 If you don't have a SWF file on your computer, you could just find a SWF file on the Internet--
01:49 any video on YouTube would work--and right-click on it and choose Global Settings.
01:53 However you get there, we want to end up in the Flash Player Settings Manager.
01:58 I'm using Flash Player 11.1, and the interface for the process here on out might
02:03 look a little different if you're using an older version of the player.
02:06 But if you follow along with this tutorial, you'll see what we're trying to
02:09 accomplish, and we'll likely be able to figure it out for your version of the player.
02:13 In the Flash Player Settings Manager, I'm going to click on the Advanced tab and
02:17 then click the Trusted Location Settings button at the bottom.
02:21 On the resulting screen we'll choose Add and we'll choose Add Folder, since we
02:26 want to add all the exercise files for this course.
02:28 Adding the whole folder will tell Flash Player that we trust all of the
02:32 files inside the folder.
02:34 So, browse to the location where you've downloaded your exercise files--
02:37 I have mine here on my Desktop--
02:40 select the folder and then click OK, and now I'll click Confirm.
02:44 As you can see, the file has been added to our Trusted Locations.
02:48 I'll close out of all the dialog boxes and also close the SWF.
02:52 Now you'll be able to test the exercise files locally, without running
02:56 into security errors.
02:57 Just to check, now I'll double-click on the SWF in my File Explorer again,
03:01 settings.swf, and now when I click on the blue Click me to go to lynda.com button,
03:07 it works just fine.
03:08 Our Flash Security Settings are all set to go.
03:11
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1. How Flash Professional Fits In
Flash for desktop web browsers
00:00 Flash was first created as an animation tool.
00:03 Over time its capabilities grew and now it's all over, from your desktop
00:07 browser to your smartphone.
00:09 It's the industry standard for creating and delivering rich media content.
00:12 In this movie, we're going to be talking specifically about Flash content on the
00:16 web being viewed from your desktop or laptop web browser.
00:20 Flash's reach on the desktop is enormous.
00:23 For instance, most major web sites that deliver video content, such as YouTube
00:27 or the New York Times, use Flash as the delivery platform.
00:31 You've probably seen things like photo slideshows that include music and
00:34 interactivity, or played online games, or interacted with banner advertisements
00:39 that were all created with Flash.
00:40 There are some important distinctions to understand between Flash the authoring
00:44 tool, and the end products for the web that it can create.
00:47 So let's take a look at that now.
00:49 Let's first talk about Flash, the authoring tool.
00:52 This is of course a piece of software that you purchase and install on your
00:55 computer, and is what you're watching this course to learn how to use.
00:58 Here on my screen, I've already got the Flash software open, and it's showing
01:02 what's called the Start page.
01:03 I'm going to create a new Flash document, as if I was going to build a project,
01:07 by clicking on ActionScript 3.0, and Flash opens up a new blank document.
01:13 So this will be our source Flash file where we'll author all of our content and animation.
01:18 If you go to File and then Save As, you can save your document, and notice that
01:23 the file extension for a Flash document is .fla.
01:27 So let's say we've added all our fantastic content here and it's as impressive
01:31 as Santa's Frequent Flyer Mile account on Christmas Day and we want to test it out.
01:35 If you hit Command+Enter or Ctrl+Enter on your keyboard, Flash publishes your
01:39 FLA file into a format ready for the world.
01:42 Of course, there's not much to see in our blank file, but at least we have our published file.
01:47 The file type for this is a .swf or SWF.
01:52 You can publish your SWF file as much as you want, as you develop your project
01:55 for testing and preview purposes.
01:57 When you're ready to deploy it to a web site, the final SWF file is the actual
02:02 thing you would upload onto your web server.
02:04 We'll talk more about how you actually embed your SWF file into your HTML in the
02:08 section about publishing.
02:09 But for now, conceptually, we've jumped from Flash the authoring tool, to
02:13 Flash the SWF file, which is what you would deploy onto the web or into the
02:17 world for users to look at.
02:19 So say your SWF file is up on your web site.
02:22 For someone to actually be able to view your SWF content on their computer, in
02:26 a browser, on the web, their browser has to have the Flash Player plug-in installed.
02:32 The SWF file won't play in a browser unless the plug-in is installed.
02:36 One reason Flash is so successful on the web is that most people already have
02:40 some version of the Flash Player installed.
02:42 Let's take a look at this page on the Adobe web site, which talks about the
02:46 adoption of Flash Player, separated out by version.
02:49 You can take some time to look over these charts, but the thing I want to point
02:52 out quickly here is how Flash Player 10, as of June 2011, was on 98.7% of
03:00 computers in mature markets.
03:02 You can also see how new versions of the player are adopted pretty quickly over time.
03:06 For instance, I'm going to scroll down a little bit, and you can see that Flash
03:10 Player 10.2, which was released in February 2011, by March, had 45.8% adoption
03:18 rate on computers in mature markets.
03:21 Scrolling back up, we can see by June,
03:23 it had a 77.8% adoption.
03:26 The wide adoption rate of the Flash Player is a big advantage, since you know
03:30 that your content is going to be able to be viewed by vast numbers of people.
03:34 You as the developer can and should research your audience and choose which
03:38 version of the Flash Player is appropriate to target.
03:41 If your audience is, say, a group within a corporation that has a tightly
03:46 controlled IT environment, you might not want to choose the very latest
03:50 version of the player.
03:51 You should choose whatever version the company is using.
03:53 There's nothing wrong with targeting a slightly older version of the player if
03:57 it's the appropriate choice.
03:59 Another reason Flash is a good choice for delivering content on the web is that
04:03 Flash content looks the same across all browsers.
04:06 Have you ever built something in HTML, tested it in Internet Explorer, FireFox,
04:10 and then Safari, and noticed that it looks different across the three browsers?
04:15 That doesn't happen with Flash.
04:17 You aren't targeting a browser with your SWF;
04:19 you're targeting the player. And as long as someone has the Flash Player
04:22 installed, your content is going to look consistent.
04:25 This is one reason the Flash platform is used in so many places across the web.
04:29 I mentioned earlier how Flash is used on many major video content sites, and if
04:34 you go to YouTube, pick any video, and right-click on the video, you'll see right
04:38 here, you have the option to learn about the Adobe Flash Player 11.1. You might
04:44 have a different version of the player installed.
04:46 Content in the Flash player, when you right-click on it, at the minimum always
04:50 has the Settings, Global Settings, and About Adobe Flash Player options.
04:55 So it's an easy way to tell that you're looking at content created in Flash.
04:59 So using Flash to create content for the web allows you to create compelling,
05:04 interactive, rich media content, and you can feel confident in the fact that the
05:08 vast majority of desktop users are already going to have the Flash Player
05:11 necessary to view the content.
05:14
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Flash for desktop apps
00:00 We buy and install software programs for our computers all the time.
00:04 For instance, when it's tax time, I go out and buy a tax preparation program and
00:09 install it on my computer--though using it correctly is another matter. But the
00:13 point is that installing programs onto one's computer is a common thing.
00:18 Now imagine how cool it would be to take the skills that you have in Flash and
00:22 be able to use them to create your own desktop applications.
00:25 Adobe AIR, or Adobe Integrated Runtime, allows you to do this.
00:29 Here is how it works.
00:31 Instead of starting with an FLA file and publishing a SWF that's viewed through
00:35 the Flash Player in a browser, AIR packages up the Flash content and makes it
00:39 something you install onto your desktop.
00:42 The published project is .air file and it contains your Flash content that can
00:47 be installed on your computer just like any other program.
00:51 The great thing is it's cross-platform as well;
00:53 it works on both Windows and Mac just fine.
00:56 There are lots of programs out there that are built using Adobe AIR.
00:59 For instance, I'm going to go to this page in the Developer Connection area of adobe.com.
01:05 You can see that there are a lot of different applications here that have
01:08 been built with AIR.
01:09 I'm going to download and install this one called PixelPerfect.
01:12 So I'll click to download and save the file, and I'll just double-click to install.
01:25 Once it's installed, it starts up automatically, and you can see that it's this
01:29 little window that I can drag around on my screen to measure things.
01:32 I can drag the edges of the window in and out to resize the window, and it also
01:36 tells me how big the window is.
01:38 So this could be a useful little application if you're doing some kind of
01:42 graphic design development project and need a quick way to measure things.
01:46 Notice I have also got an icon for PixelPerfect down here in my System Tray.
01:50 It shows up what the other programs that I've got running at the moment:
01:53 Flash, Firefox, and then my file explorer.
01:56 So you can see that PixelPerfect behaves just like any other software program,
02:01 because that's essentially what it is.
02:03 So PixelPerfect is a simple example of what kinds of applications can be
02:07 built with Adobe AIR.
02:09 The types and complexities of applications you can find built with AIR range
02:13 from simple to complex.
02:15 There's AIR apps that share files between computers, RSS aggregators,
02:19 greeting card builders.
02:20 If you can build it in Flash, you can deploy it as an AIR project and make it an
02:24 installable applications for the desktop.
02:26 We'll look more in depth at how AIR works and how to deploy your Flash project
02:31 as AIR later on in the section about publishing.
02:34 There are also other courses in the lynda.com Online Training Library that focus
02:38 specifically on AIR if you wish to delve further into this topic.
02:42 For now, the skills you'll learned in this course will be a good foundation for
02:46 authoring applications, regardless of their end destination.
02:50
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Flash for mobile apps
00:00 So far, we've discussed how you can publish from a Flash FLA file to a SWF for a
00:06 browser on a desktop.
00:08 We've also discussed publishing an FLA file as a .air file, an application that
00:13 can be installed on the desktop.
00:14 So what about Flash for mobile devices?
00:17 If you have something like an iPhone, you've probably noticed that Flash content
00:21 doesn't play through a web browser.
00:23 This is more of a policy decision than a technological limitation, but the fact
00:28 remains that SWF files and iDevices aren't compatible.
00:31 This isn't true for Android phones.
00:33 Flash content can be viewed through a browser on mobile.
00:37 However, in late 2011 Adobe announced that they weren't going to continue
00:42 updating and maintaining the Flash Player for mobile web.
00:45 Instead, they, along with other members of the community, will be supporting the
00:50 development of HTML5.
00:52 Now just because the Flash Player for mobile is not going to be actively
00:56 updated anymore doesn't mean it's suddenly disappears off devices that already had it.
01:01 Your Android phone will still play Flash files just as it did before, as long as
01:05 your Flash Player from before is still installed. But going forward, if you want
01:09 to build for users purely on a mobile web platform, you should consider that and
01:14 maybe even use something else besides Flash.
01:17 Adobe has provided a way to convert your content authored in Flash to HTML5.
01:22 Since it's HTML, it can be viewed on a mobile device.
01:25 The tool for this came out at the same time as Flash Professional CS6,
01:29 so to learn more about it, find the toolkit for Create JS Extension on adobe.com.
01:36 But of course there is more to mobile than just browsing the web.
01:39 One major area of development for mobile devices is the creation of apps, and you
01:44 can publish your projects from Flash into applications that can be downloaded
01:48 from places like Google Play or the Apple App Store just fine.
01:52 Apps are not SWFs that are viewed through a web browser;
01:55 they're Flash content that's published through the Adobe AIR platform.
01:59 We talked about how Adobe AIR works in the previous movie.
02:02 Remember that instead of creating a SWF that's viewed through the Flash
02:05 Player in a browser, AIR packages up the Flash content and makes it something you install.
02:11 You buy an app in the Apple Store or in Google Play and then install it on your phone, right?
02:16 Well, that's what Adobe AIR does.
02:18 You author it in Flash, the authoring program, but when you publish, you
02:22 publish an AIR project.
02:24 The AIR project packages up your Flash content in a format that can be
02:28 understood and installed on your mobile device.
02:31 You get a different end file depending on if you're publishing to iDevices or
02:34 Android devices, and then you deploy that end file to the appropriate
02:39 distribution point, like the Apple App Store or Google Play.
02:43 The point is that creating apps for mobile in Flash is definitely something that you can do.
02:48 There are other courses in the lynda.com online training library that
02:52 focuses specifically on AIR and developing Flash for mobile in particular, to
02:56 help you with those topics.
02:58 Those courses assume a basic level of understanding in how to create content
03:02 with Flash to start with.
03:03 So for now, this course is still a good place to begin.
03:07
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Understanding how ActionScript fits into Flash
00:00 ActionScript is Flash's native programming language.
00:04 It allows you to add interactivity, logic, and advanced functionality to your Flash pieces.
00:09 You don't need to know ActionScript to be able to create compelling animation
00:13 and basic functional Flash pieces;
00:15 however, it won't take long until you get to the point where you do need to know a few things.
00:19 We'll cover some very basic ActionScript in this course, so let's take a quick
00:24 look at some common places where ActionScript is used, to get an idea of how it
00:28 will fit into our learning.
00:30 Animation doesn't require ActionScript.
00:32 From the exercise files for this chapter, I'm going to open
00:35 lynda_biker_banner.swf.
00:38 The animation in this piece is somewhat complex and nice, with the motion of the
00:42 biker's legs, her hair blowing in the wind, and the changing perspective of the
00:46 bridge and landscape as she rides.
00:48 None of this is ActionScript-based; it's all just well-drawn graphics animated
00:53 on what's called the Timeline in Flash.
00:55 needsActionScript.swf shows some common things that need ActionScript to work.
01:00 So I'm going to open it up. And for instance, a button responding
01:04 requires ActionScript.
01:06 The button can be seen on the screen, but without ActionScript, nothing
01:09 happens when you click it.
01:11 We have some ActionScript here, so when I click it we get our monkey.
01:15 So ActionScript is listening for the button to be pushed.
01:17 The monkey appears and disappears in response to your clicking on the buttons.
01:23 Opening a new window in response to user interaction needs the ActionScript,
01:26 just like this button that opens up amazon.com when I click on it.
01:31 Counting and math needs ActionScript. You can see that the left box on the
01:36 bottom is perpetually counting upward and the right box is perpetually adding
01:40 one to the value from the left box.
01:43 The perpetual math calculation, as well as actually outputting those numerical
01:48 values to the screen, requires ActionScript.
01:51 So taking in user input, like a person's name or email address or phone number or
01:56 making logical decisions based on user input, is another common usage that
02:00 requires ActionScript.
02:01 So you can see that getting to the point of needing ActionScript will likely
02:05 come relatively soon for you.
02:07 As soon as you want the user to be able to interact with your movie, not just
02:11 watch it, you'll need script.
02:13 There is a great tool in Flash called code snippets which writes
02:16 ActionScript for you.
02:17 It's a great place to start learning, and we'll be using that later in
02:20 this course.
02:22
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2. Introduction to the Flash Interface
Choosing the type of document to work with
00:00 When you first launch Flash, the first thing you should see is the Start screen.
00:05 Right here in the center of the screen is where we create new blank Flash files.
00:09 It might look kind of confusing at first because you're presented with what
00:12 looks like a lot of different kinds of files to choose from,
00:16 but really they are not that different at all.
00:18 For most of the options, you are going to end up with a new blank unnamed
00:22 source.fla document.
00:25 The only real difference between these choices is having Flash set up some
00:28 options about the final output for you.
00:31 Let's check that out by choosing the first option at the top that
00:34 says ActionScript 3.0.
00:37 Our new document is created and the file name is untitled .fla.
00:41 You know it's an FLA if you go to File and then Save As, .fla.
00:46 I am not going to save this, so for now, let's just look on the right side of
00:51 the screen at what's called the Properties panel.
00:53 The Properties panel is the spot to set all the settings for our Flash document.
00:57 Here in the area marked Target, you can see better output will target Flash
01:02 Player 11.2, so we know that our output from Flash is going to be a SWF file
01:07 that's going to play in a web browser.
01:09 We can also see that our SWF will be using ActionScript 3.0.
01:14 You can open up the Target dropdown to see the other options.
01:17 You could target your SWF to play on older version of the Flash Player if you wanted.
01:22 If you want your project ultimately to deploy as an Adobe AIR for desktop, you
01:26 can choose AIR 3.2 for Desktop, and when you publish your file, a .air file will be created.
01:34 Likewise of course, you could see that you can choose AIR 3.2 for Android or AIR
01:39 3.2 for iOS, if you want to target one of those platforms. And when you publish,
01:44 the appropriate files for deployment to Android or iOS will be created.
01:49 Flash Lite is an older Flash Player for mobile devices.
01:53 You probably won't use this.
01:54 I am going to leave this at Flash Player 11.2 since I want to develop a Flash
02:00 piece for the web to be viewed from a desktop computer.
02:03 If you pull open the Script dropdown, you can see that you could specify that
02:07 your SWF is going use ActionScript 1, 2, or 3.
02:11 Even if you never write a single line of ActionScript code in your project, you
02:15 still have to tell Flash which version of ActionScript you want to target.
02:18 Now I am going to close out of this document to return to the start page.
02:23 This time I am going to click on ActionScript 2.0 to open a blank document.
02:28 Again, we get our blank unnamed FLA document and over in the Property inspector
02:33 we see that our published SWF file is going to target Flash Player 11.2 but
02:38 this time use ActionScript 2.0 instead of 3.0, and really, that's the only
02:43 difference between this blank file and the one we created just a moment ago.
02:48 Flash is just setting these options in the dropdowns for you ahead of time.
02:51 The combination we see here is probably not when you would use.
02:55 As you can infer, ActionScript 3.0 is the most recent and robust version.
03:01 ActionScript 2.0 and 3.0 can talk to each other, but they're different in some
03:05 significant ways, and it's not exactly easy.
03:07 So unless you have a specific reason to use an older version of
03:10 ActionScript, stick with 3.0.
03:14 One thing to note is that to use ActionScript 3.0, you have to target
03:18 Flash Player 9 or higher.
03:20 Well, Flash player 9 came out in 2006 and as we discussed earlier in the course,
03:26 new versions are adopted pretty quickly over time,
03:28 so you should be safe choosing a more recent version of the player.
03:32 So let's close out of this file and go back to the start page.
03:36 The next four options of AIR, AIR for Android, AIR for iOS, and Flash Lite 4 are
03:42 similar to what we have already seen.
03:44 I'll click AIR for Android and you get a blank FLA document with the
03:48 corresponding choice preselected for you in the Target dropdown.
03:53 If I were to publish this document, the files needed to deploy my project for
03:57 Android would be created, and of course, changing it to target something else is
04:02 as easy as just changing the dropdown.
04:05 So I'll close this file.
04:07 Let's click on the next choice of ActionScript file.
04:12 This opens another blank document, but this time if you go to File and then Save
04:17 As, you will see that instead of being an FLA, this is a .as file.
04:22 This is a text document that can contain ActionScript, hence .as.
04:27 You can write ActionScript directly in your FLA, as we will later in this
04:31 course, but you can also write it in an external.as document and have the
04:36 FLA call out to it.
04:38 Using external .as files is probably something you'll start to work with
04:43 only when you become more proficient with ActionScript and want to do some
04:46 more advanced things.
04:47 So for now, let's just close this document.
04:52 The same thing could be said for the ActionScript 3.0 class and the ActionScript
04:56 3.0 interface choices.
04:59 You probably won't use these until you're more proficient with ActionScript.
05:02 If you've programmed in other languages like C++ or Java before, you will be
05:07 glad to know that ActionScript is also a robust object-oriented language.
05:11 A Flash JavaScript file is also a file that contains script, but it's saved as a
05:17 .jsfl file, as we can see when we go to File > Save As.
05:21 JSFL files extend regular JavaScript to include the Flash document object model.
05:28 Basically, you can use it to write commands that can automate events and
05:32 workflows within Flash.
05:34 It's kind of like recording an action in Photoshop, if you've done that before.
05:38 For instance, say you have a series of animations and you want to have each pose
05:43 in an animation outputted as an individual bitmap file.
05:47 You could write a .jsfl script that does this and then reuse it on each
05:51 animation sequence you want to export.
05:53 So I will cancel out of this, and we will go back to the start page one last
05:57 time. And finally, the last choice in the middle of the start page is a Flash Project.
06:04 This is basically a way to group multiple related files together when creating
06:08 complex applications.
06:10 It kind of acts like an index to multiple files that you may have in different
06:13 locations on your computer.
06:15 I am just going ahead and cancel out of that for now.
06:19 Everything else on the start page is there mostly for your reference.
06:23 The choices down the right-hand side lead to tutorials and help articles about
06:27 various topics in Flash.
06:29 The lower-left under the Open a Recent Item heading shows a clickable history
06:34 of FLA files you worked on.
06:36 The templates are just like they sound.
06:38 They are simple templates for different types of commonly built projects.
06:42 Picking them apart can be a great way to pick up new ideas on how to
06:45 construct things in Flash.
06:47 I especially like the ones in the AIR for Android section, as well as the
06:52 Animation section and the Sample Files section.
06:56 There's even a course in the lynda. com online training library called Code
07:00 Snippets and Templates in Depth by David Gassner.
07:04 It takes a deep dive into how to effectively incorporate the sample files
07:07 into your own projects.
07:12 So you've seen now what the different kinds of blank files that you can open up
07:16 from the start page are.
07:17 We've also seen how easy it is to change the end target of your FLA between
07:22 AIR, AIR for Android and iOS, the different versions of the Flash Player, and so on.
07:28 For this course, we're going to assume that we're developing for the web,
07:32 so we will choose ActionScript 3.0 from the start page if we need a new FLA document.
07:37 Our FLA files will thus be targeting Flash Player 11.2 and using
07:42 ActionScript 3.0.
07:44
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Getting to know the Flash interface
00:00 Let's start getting familiar with the workspace in Flash.
00:03 So from the Start page, I am going to click ActionScript 3.0 to open up a
00:07 New FLA file in Flash.
00:10 The first thing you probably notice on your screen is the big blank rectangle in the middle.
00:14 In Flash, this is known as the Stage and is where you'll place all your content
00:19 for your Flash movie.
00:20 You can place content on the screen but off the Stage if you wish.
00:24 The gray area around the Stage is known as the pasteboard.
00:28 And for an example, I am going to select my Rectangle tool and quickly draw a
00:32 rectangle half on and half off the Stage.
00:35 Now I am going to press Ctrl+Enter on my keyboard or Command+Enter if you're
00:40 on a Mac, to publish the SWF File and preview what it looks like as the finished product.
00:45 As you can see, only half of the rectangle is visible.
00:48 So, while it's okay to put things on to the pasteboard, if you want it to appear
00:52 in the final finished SWF file, it has to be on the Stage.
00:56 Having items start offstage and then animate in later, or vice versa, is a common
01:01 technique for having visual elements enter and exit the user's field of view.
01:05 All right, let's close our SWF file, and know that the pasteboard is also really
01:11 useful for deselecting things.
01:14 If I switch to my Arrow tool to select my rectangle but later need to deselect,
01:19 clicking on the pasteboard is a good way to do that.
01:22 While building Flash projects, you'll probably have a lot of other content on
01:25 the Stage, but not so much on the pasteboard.
01:28 So it'll allow you to deselect something without accidentally
01:31 selecting something else.
01:32 I'll select my rectangle again really quickly and point out that another choice
01:37 for deselecting is hitting Ctrl+Shift+A on the keyboard for Windows or
01:43 Command+Shift+A on a Mac.
01:46 Above the Stage, across the top of the screen, are all the menus for Flash.
01:50 The File menu has some pretty standard items for software, like New to create a
01:54 New Document, Open, Save, Save As, and so on.
01:59 If you Choose File > Publish Preview > Flash, the SWF file will be created just
02:07 like it did when we pressed Command+Enter or Ctrl+Enter a moment ago.
02:11 We'll explore the rest of the menus as we need throughout the course.
02:15 At the top of the screen near the menus is this handy zoom dropdown to adjust
02:19 the view of content on the Stage.
02:22 You can play with this a little bit if you want,
02:24 but since we don't have much on our screen right now, it doesn't really show much.
02:28 So we'll explore all the ways to zoom in and out with precision later on.
02:31 Now if all your Flash settings are like mine--and I'm just using the default
02:36 setup from when Flash is installed-- below the Stage you'll find the Timeline.
02:41 Anything that's going to appear on our Stage is also going to appear in the Timeline.
02:46 A Flash Movie plays in a linear fashion, and the Timeline helps you control at
02:51 what point in linear time your items will appear, and for how long.
02:55 It also organizes content into layers.
02:58 We will practice using the Timeline in detail in a separate video, but for
03:02 now, know that the Timeline will be an integral part of the setup of all your Flash movies.
03:08 Finally, Flash uses panels, like the Property inspector here on the Right, the
03:12 Library panel, and the toolbar, where all our drawing tools are.
03:17 These are the where all the controls for you as the developer are, and we'll
03:20 look at that in depth soon.
03:22 For now, these are the main elements that you'll interact with while
03:25 developing in Flash.
03:27
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Working with panels and workspaces
00:00 Flash uses panels to display controls for you as the developer.
00:05 To better demonstrate some of the most commonly used panels, I'm going to start
00:08 a new blank ActionScript 3.0 FLA.
00:12 Now I'm going to choose my Rectangle tool and quickly draw three rectangles on my Stage.
00:17 So I'll draw one here and a second one here and a third here.
00:24 Panels are displayed in the Windows surrounding the pasteboard and the Stage, and
00:28 you can see that a number of panels are visible by default.
00:32 Know that if you can't find a panel, or you want to turn on one that's not on
00:36 by default, you can open up the Window menu and all the panels available to you are listed here.
00:43 Now, if I choose the Arrow tool and click on the Stage--or the pasteboard is
00:47 okay too--look to the right and you'll see the Properties panel that we mentioned earlier.
00:52 The Properties panel displays information about whatever you've selected.
00:56 Since we clicked on the Stage, the Properties panel is displaying
00:59 information about our FLA.
01:01 So we can see that we're targeting Flash Player 11.2 and ActionScript 3.0.
01:06 Our document has a background color of white, and a Stage dimension of 550 x 400.
01:12 If I double-click one of the rectangles, notice that the Properties panel
01:16 changes to tell us information about the rectangle.
01:19 For instance, the Width of this rectangle is 141.95 and the Height is 65.
01:24 The X position is 101 and the Y is 39.
01:29 I can also type in new values if I wish.
01:31 So for instance, I'll change the Width of this rectangle to 100.
01:37 So I'll click on the pasteboard to deselect, and notice that there's a whole
01:41 bunch of other panels here, such as the Color panel, which allows you to
01:44 precisely control color of objects on the Stage, and the Swatches panel, which
01:49 can help you create a custom palette for use in your movies.
01:53 Notice at the upper-right of each panel, if you click on this little arrow, a
01:57 flyout menu appears which offers you options pertinent to that panel.
02:02 So here's the one for the Swatches panel, and here's the flyout menu for the Color panel.
02:06 So the Library panel is a place where you can keep copies of the items that
02:12 you're using in your Flash project, like bitmaps, images, and sounds.
02:16 It's a pretty important panel, and we'll cover it in depth a little later on in the course.
02:21 Down at the bottom of the screen is the Timeline, which is where you can
02:24 control when and for how long content appears on the Stage, as well as create animation.
02:30 The Motion Editor allows you to fine-tune animations, and since we don't have
02:33 any animations, right now nothing shows up.
02:37 Other panels that may appear here in this area are the Output panel, which I'll
02:41 open up for you, and the Compiler Errors panel.
02:47 This is where Flash can give you messages about any errors or problems with your
02:51 movie when you test.
02:53 For now, I'm going to move my mouse right over to the Toolbar panel, which is
02:57 where all the drawing tools are kept.
02:59 I'm going to choose the Rectangle tool again, and when I do, you'll notice that
03:03 two places on the screen change.
03:06 First of all is the Properties panel, and it shows you the different settings
03:10 that you can set for a rectangle that you're about to draw, for instance the
03:13 fill and the stroke, the width of the stroke, the style, and so on and so forth.
03:19 Also notice there's some settings below the Drawing tools, such as the fill and
03:23 the outline color again.
03:25 If I click on several other of the tools in the toolbar, like the Text tool,
03:29 the Line tool or the Pencil tool, you'll see that the Properties panel and the
03:34 area below the toolbar change depending on what options are available for that particular tool.
03:39 Another really useful tool is the Align panel.
03:42 Let's say I want to align my three rectangles on the Stage.
03:46 So I'm going to grab my Arrow tool from the Tools panel and now click and drag
03:50 around all three rectangles to select all of them.
03:54 To open the Align panel, I'm going to go to the Window menu and then Align.
03:59 Notice that the menu also tells you what the keyboard shortcut is for the Align panel.
04:03 It's Ctrl+K for the PC and Command+K on the Mac.
04:08 So looking at the options here, we could align our rectangles on the left edge,
04:12 horizontal center, or on the right edge.
04:14 Of course you could align them on the top edge, vertical center, or along the bottom edge.
04:19 I'm going to align them to the left.
04:21 Notice in the second row there are some options for distributing them
04:24 so there's an equal amount of space between them, like distribute top edge,
04:28 vertical center, or bottom edge.
04:31 I'm going to choose Distribute vertical center.
04:33 So now there's an even amount of space between each one vertically.
04:38 Match size is kind of interesting.
04:39 You can choose to match width, height, or width and height.
04:43 I'll Match width and you can see that all three rectangles are now the same width.
04:47 Notice also this little checkbox of Align to stage at the bottom.
04:52 If I left-align all of my rectangles now, they'll left-align relative to each other.
04:58 If I click Align to Stage and then left align, the left-align relative to the
05:04 left side of the Stage.
05:06 I'm going to click on the Stage to get rid of my Align panel. And there's one
05:10 other panel you might like to know about, which is the History panel.
05:14 If you make a mistake while working, you can hit Ctrl+Z or Command+Z, just like
05:18 you can in many other programs to undo.
05:21 If you open the History panel, which is in Window and then Other panels and
05:26 then History, you'll see that we have a history of each move and change that we've made so far.
05:33 You can drag his little slider up the left-hand side to step back through
05:36 your moves one by one.
05:38 Or you can drag it back down to step back forward through them.
05:41 So this can be really useful.
05:42 I'll close out of the History panel. And the panels are designed to be moved
05:49 around to best suit your workflow.
05:52 For instance, I could click on the Color panel and the Swatches panel and so on,
05:57 one by one, or I could click on the double-headed arrow here and expand this
06:02 entire panel set to reveal all the panels at once.
06:06 You can also drag this around to make your panels bigger or smaller.
06:10 You've probably noticed that some panels are grouped with, and hidden behind, others.
06:15 So I could click Align and then Info and Transform to bring each one of those
06:19 panels to the front.
06:21 You can also change the grouping of panels.
06:23 Say we want to move the Align panel to appear next to the Color and Swatches panel.
06:28 To move it, you simply click and drag the title of the panel to group it
06:32 with Color and Swatches.
06:35 You can also change where an entire panel group is docked.
06:38 So I'm going to collapse my Color group, and see this little dotted area at the top?
06:43 If you click and drag that, you can move the whole panel, say, over to the left.
06:48 If I hover over the left side of the screen for a moment, you'll see a blue
06:51 outline and a gray shade pop up, which shows the new spot you can dock the panel into.
06:58 Clicking on the gray area next to the Timeline in the Motion Editor, I can
07:02 drag this panel group up to the top, and wait for the little blue outline and
07:07 dock them at the top.
07:09 Some people like to pull their toolbar out so it just floats above
07:12 everything else as they work.
07:14 You can change the panel layout as much as you wish.
07:17 If you move something somewhere you don't like and you can't get it to
07:20 unstick, you can always go to the dropdown at the upper-right of the screen
07:25 that says Essentials.
07:26 If you choose Reset Essentials, your panel layout will return to the default
07:31 layout you see when you open Flash.
07:34 You can also checkout some of the other preset layouts.
07:37 Here's one that's meant to be useful for designers that has the Timeline at the
07:41 top and the Tools on the left.
07:44 Here's another one that's meant to be useful for developers, and so on.
07:48 Finally, let's say you've created a panel layout you really love.
07:52 So I'm just going to pull my toolbar out in the middle, and say this is what I
07:57 really like, like this.
08:00 You can now choose New Workspace, type in a name for your layout, and save it.
08:06 So I'll call it myWorkspace.
08:12 Your new workspace now appears in the list of possible layouts you can choose.
08:17 I'm just going to be boring and stick with Essentials.
08:19 I'm going to click once on the pasteboard to make sure everything is deselected,
08:24 and the final thing I want to point out is this little area in the Property
08:27 inspector labeled SWF History.
08:29 I'm going to hit Ctrl+Enter on my keyboard to quickly preview my SWF file and
08:34 then immediately close the SWF.
08:36 You'll see that the SWF History area handily shows you the size of the SWF we
08:41 just published, and that updates every time you test your movie.
08:44 So, panels offer you information and controls for all the elements in your Flash movie.
08:49 You'll get to know the most commonly used ones, like the Property inspector and
08:53 the Timeline, quickly, and remember, that you can always go to the Window menu and
08:58 choose any other panel that you might need.
09:00
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Understanding document orientation and guides
00:00 Let's take a look at the coordinate system in Flash used for
00:03 determining position.
00:05 To demonstrate, I've opened up the file called position.fla in the exercise files
00:09 for this chapter, and you can see that we have a logo for the Roux Academy of
00:13 Art, Media, and Design.
00:15 To better visualize the units of measurement, you might want to turn on the rulers.
00:19 To do this, go to the View menu and choose Rulers.
00:23 The default increment of measurement on the rulers is pixels.
00:27 You can also see that the origin point for the Stage is measured from the
00:30 upper left-hand corner.
00:32 In Flash, the X axis goes horizontally, starting at 0 at the upper left-hand
00:37 corner and going across the top.
00:40 The Y axis also starts at 0 at the upper left-hand corner and gets bigger as you
00:45 go down the left-hand side of the Stage.
00:47 So if I use my Arrow tool to click on the logo, a little black cross appears on
00:52 the upper-left of the logo that indicates its registration point, or what point
00:57 on the logo its position is measured from.
01:00 You can look at the logo's registration point relative to the rulers to figure
01:04 out its position, or you could just look in the Property inspector.
01:08 We can see that the X position is 100 and the Y position is 100 as well.
01:13 I'm going to type in 250 for the X position, and when I do, you can see that the
01:19 logo moves over 150 pixels on the X axis to the right.
01:24 To further help you line things up on the Stage, you might like to use guides.
01:28 To create a guide line, first click on the pasteboard somewhere to make sure
01:32 you've deselected the rectangle.
01:34 Now click and hold on either one of the rulers and drag a guide out.
01:38 You can create as many guides as you wish, and you can also reposition them by
01:43 simply clicking and dragging them to a new location with your mouse.
01:48 You could also double-click on a guide and type in the location you want it to have.
01:52 So I will double-click on this bottom one and tell it that I want it to be at 250 pixels.
01:59 Guides are only a tool for you as the developer.
02:02 If I publish my movie, you will see that the guides don't appear in published SWF.
02:09 So back in Flash, if you want to lock your guides in place so you don't
02:13 accidentally move them, you can go to the View menu, then Guides and then Lock
02:18 Guides. And you can see now I can't select and move them around anymore.
02:24 If it's helpful for you to change the color of the guides, you can go to the
02:28 View menu, then Guides, and then Edit Guides.
02:31 I am going to click on the little color chip to change my guides from cyan to a magenta color.
02:36 You also have the option to turn the visibility of your guides on and off
02:40 by ticking Show guides, and you can also lock or unlock your guides from here as well.
02:46 I'll unlock mine.
02:47 Snap to Guides allows you to make objects on the Stage line themselves up with
02:52 the guidelines, and you can choose in the dropdown how responsive this is going to be.
02:56 I will stick with Normal and click OK, and you'll see that as I drag my logo
03:01 around, the spot in the center lines itself up with the guidelines.
03:05 It snaps right to them.
03:08 To get rid of a guide, you can simply drag the guide back up onto the ruler,
03:12 or as you may have noticed, you can go to the View menu, then Guides, and
03:17 then Clear Guides.
03:20
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Zooming and moving around
00:00 Using the Zoom and the Hand tools in Flash allows you to adjust the view of your
00:04 content so you can work on it with ease.
00:07 There are several ways in Flash to zoom in and out.
00:10 I've opened the file called zoom.fla from the exercise files for this
00:14 chapter, and I'm going to click once on the Stage to just make sure that
00:18 everything is deselected.
00:19 Now, honestly, for zooming, I like to use keyboard shortcuts.
00:24 Try pushing Ctrl or Command and then the plus key at the same time to zoom in on
00:29 the center of the Stage.
00:31 Similarly, Ctrl or Command and the minus key zooms out.
00:35 Using the hot keys, as you probably notice, just zooms us in and out on the
00:38 center of the Stage.
00:40 If you use your Arrow tool to click and drag around the Roux Academy logo to
00:44 select it and then use Ctrl and the plus key, you'll notice that Flash zooms in
00:50 and out on the selected object.
00:52 Notice that you have little scroll handles to scroll right and left or up
00:56 and down when you're zoomed in, if you need to re-center your imagery so you can work.
01:00 I'm going to press Ctrl and the minus key one more time to zoom out, and now I'll
01:04 click once on the pasteboard to deselect the logo.
01:07 Now another option for zooming is the handy Zoom tool over on the toolbar.
01:12 Once you selected the tool, near the bottom in the Options area, you can choose
01:16 Enlarge and click, or you can choose Reduced, and click to reduce.
01:21 I'm going to choose the Enlarge option again, and notice that you can also click
01:26 and drag to zoom in on a particular spot on the Stage, so you can work in
01:30 detail on your content.
01:32 So I'll click and drag on that upper-right corner of my logo and now I've got
01:36 a really close view.
01:38 A final option for zooming is the Zoom dropdown menu on the upper-right.
01:43 You can choose a percentage to zoom in or out to or choose Fit in Window,
01:47 Show Frame, or Show All.
01:49 Fit in Window fits the Stage into the window area that you've allowed for it.
01:54 So, to demonstrate, I'm going to grab the top of my Timeline and expand it way
01:59 up so that the Timeline takes a lot of room.
02:02 Now I'm going to choose Fit in Window.
02:04 You can see that the Stage takes up as much room as I've given it between the
02:08 Timeline and the top bar of Flash.
02:10 Now I'm going to decrease the size of my Timeline again, and you can see that it
02:14 updates accordingly.
02:15 Show Frame gives you the scrollbars so you can move your view around.
02:20 When you choose Show All, Flash will change the view so that you can see all of
02:24 your artwork, including any that might be hiding out of view on the pasteboard,
02:28 like we have down below here.
02:31 I use Show Frame a lot.
02:32 I think that's a really good one for easily re-centering.
02:36 There is actually a few keyboard shortcuts that you can use in place of the
02:39 dropdown menu, if you want to memorize them.
02:42 If you go to View and then Magnification, you'll see the same options as in the
02:47 dropdown, and then the corresponding keyboard shortcuts.
02:50 I'll just pick Show Frame for now.
02:52 Now, a good way to easily pan around to different parts of your Stage is by
02:56 using the Hand tool.
02:57 Just grab the Hand tool from the toolbar and then click and drag the Stage to move it around.
03:03 You can see that I'm not moving my artwork;
03:05 I'm just moving my view of it.
03:07 If you like the Hand tool as a way to move things around, you might like
03:10 this keyboard shortcut.
03:11 I'm going to make sure that I've got my Selection tool or my Arrow tool
03:15 selected, so you can see it's just the arrow, and now I'm going to press the
03:19 spacebar on the keyboard.
03:21 As long as I've got the spacebar pressed down, the Hand tool will be activated.
03:25 When it's not pressed down, you just toggle back to the regular Selection tool.
03:29 So using the various ways to zoom in and out and the Hand tool, you can easily
03:33 change your view of your content on the screen, allowing for the easiest
03:37 editing possible.
03:39
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3. Importing Graphics
Navigating in the library
00:00 The library is the place in Flash where you can keep copies of and organize all
00:05 your reusable assets from your movies.
00:07 To work with libraries, I've opened up animals.fla and welcome.fla from the
00:13 exercise files for this chapter.
00:14 Now first off, if you don't see the library, you can always open it up by going
00:19 to Window and then choosing Library.
00:21 So in my animals library you can see I have several different items here, and if
00:27 you click on them, you'll see a preview in the Preview area.
00:31 You can click on the Name header to organize your library items by name.
00:36 If you expand the library out horizontally, you'll see that you can organize
00:40 them by Use Count as well.
00:42 All of mine are used only once, so that doesn't do much right now.
00:47 You can also organize them by the date modified.
00:51 So I'll shrink my library back down again.
00:54 You can also create different folders to help organize your assets.
00:58 So I'll click on the New Folder icon and give it the name of animals.
01:03 Now I can drag and drop each of my animals into the folder, and then you can
01:08 expand or collapse your folder to see what's in it.
01:11 Notice that you can also double-click on the name of anything in the library and rename it.
01:15 So I'll rename my folder to jungleanimals.
01:20 A good best practice to keep in mind is to make sure that the names of your
01:23 items and folders are something intuitive and descriptive.
01:27 This may not seem that important for a file with just a few items in the
01:30 library, but trust me, libraries can get big quickly, and you can waste huge
01:35 amounts of time trying to figure out what's what if you have 50 different items
01:38 and they're all named something non-descriptive like image 1, image 2, and image 3.
01:43 So if you click on an item in the library and click the little Info icon at the
01:48 bottom, you can get more information about that particular library item.
01:52 Go ahead and cancel out of that.
01:54 If you want to delete something out of the library, you simply click on it and
01:58 then click the icon of the trashcan at the bottom.
02:00 But I'm not going to do that.
02:02 Finally, you can create new library items by clicking the New Symbol button,
02:07 which looks like a piece of paper.
02:09 We'll talk more about symbols later on in the course,
02:12 so for now I'll just cancel out of this.
02:15 Notice that I also have another FLA open here, welcome.fla.
02:19 There's nothing on the Stage of this FLA, but notice that there's a single item
02:24 in the library, with the name of welcome, and it says, "Welcome to the Jungle!"
02:29 If I want to get this item from one library into the animals library, I could
02:34 just right-click on the welcome item and choose Copy.
02:38 Then I could flip back to my animals.fla and in the library, right-click and choose Paste.
02:45 You notice that I dropped my welcome item into the jungleanimals folder, and I
02:49 don't want it there, so I'm just going to drag it up and out.
02:53 Actually, I'm going to delete that welcome item, because they're several other
02:56 ways to access items in a different library.
02:59 So I'm going to run through those quickly here.
03:01 So one method would be here in animals.fla,
03:05 I'm going to change the dropdown at the top of the Library panel to welcome.
03:10 Notice that I'm still working in my animals.fla file, but I'm looking at the
03:14 library of welcome.fla.
03:17 So I can drag and drop the welcome sign into my animal.fla from here, just onto the Stage.
03:23 But I'm not going to do that right now.
03:24 I'm going to change the dropdown back to animals.fla so we're looking at this
03:28 movie's own library.
03:31 Now notice as I toggle back and forth on the tabs between animals and welcome,
03:35 the corresponding library appears in the Library panel.
03:39 So I'm going to flip over to welcome.fla and then click the Pin Current Library icon.
03:44 It looks like a little pin right here.
03:47 Now, when I flip back and forth between my FLA files, I see the library for a
03:52 welcome all the time, regardless of which FLA file I'm looking at.
03:56 So I'll just go back to welcome.fla and unpin the library, and now when we
04:01 toggle back and forth, each FLA displays its own library again.
04:06 Back in animals.fla, there's another trick you can use to have the assets from
04:11 two libraries open at once.
04:13 I'm going to click the New library panel icon up here on the right.
04:18 Now I have a second Library panel open, and notice in the dropdown that I can
04:23 choose between animals and welcome.
04:25 So I'll choose welcome.
04:27 So I have a library of both FLAs open at the same time.
04:31 If I had 6 different FLA files open, I could choose from all 6 of their
04:35 libraries here in the dropdown.
04:38 So I'm going to close that second Library panel, and now I'll also close welcome.fla.
04:42 I'm not going to save any changes. And the final way to have the assets of
04:48 multiple libraries open is to go to the File menu, and then Import, and then
04:54 Open External Library.
04:55 Even though it says Open Extra Library, I'm going to navigate to my
04:59 welcome.fla file and choose Open, and you see here that it opens it up as an external library.
05:07 So after all of that, finally, I'll drag and drop the welcome sign into animals.fla.
05:13 It appears on the Stage and also, of course, in the library for animals.fla, right there.
05:20 So the library is a place to store all you reusable assets, organize, and sort them.
05:25 And as you've seen, there's about a million different ways to access the assets
05:29 in other libraries as well,
05:31 so you can combine assets from different FLA files easily.
05:35
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Understanding and importing bitmaps
00:00 While Flash provides you a number of drawing tools, using imagery that's been
00:04 created outside of Flash is likely going to be something you'll want to do often.
00:08 So I've started a new blank ActionScript 3.0 file, and I've saved it into the
00:13 End folder in the exercise files for this chapter as bitmapImport.fla.
00:19 In the Property inspector, notice that the default document settings have the
00:23 Stage dimensions as 550x400 and a white background color.
00:27 Now for bitmap images, Flash can import the common web file types like JPEG, GIF
00:33 and PNG, although it's not limited to just those three.
00:37 If you need to import an image that has transparency, that transparency will be
00:41 preserved with PNG files.
00:44 So there's two ways to import bitmaps into Flash, which are similar.
00:48 I'll start by going to the File menu and choosing Import, then Import to Library.
00:53 In the exercise files for this movie, I'll choose the file called
00:57 jungle_background_550x400, and then click Open to import.
01:03 Flash thinks about it for a minute and then the import process is done.
01:07 Nothing's on the Stage, but if I open my library, you'll see the
01:10 jungle_background image there, and you can click on it to get a little preview
01:14 of it in the Library.
01:15 From here, I can drag and drop the image from the library onto the Stage.
01:20 I'm going to undo that and actually, I'm going to delete the jungle_background
01:24 out of the library so we can look at the other way to import bitmaps.
01:29 So now I'll go to the File menu and choose Import, and then Import to Stage.
01:35 I'll select that same jungle_background image from the exercise files and click
01:39 Open, and this time the image is placed automatically onto the Stage, as well as in the library.
01:45 So the difference between Import to Library and Import to Stage is really just
01:49 that the Import to Stage places a copy of the image on the Stage for you.
01:53 So I'm going to click on the image on the Stage to make sure it's selected, and
01:58 now in the Property inspector, I'm going to notice that the Width of our image
02:01 is 550 and the Height is 400.
02:03 Well, that's great that the image is already at the same size as our Stage,
02:07 because it's a bitmap.
02:09 Bitmap images don't scale up and down easily. You can think of image
02:13 information for bitmaps kind of like a grid.
02:15 For instance, in our image, one pixel is green,
02:19 then the pixel next to it is a lighter green, and then the pixel next to it is
02:22 brown, and so on, and so on.
02:24 If you need to scale a bitmap image up so it's bigger, your image program has to
02:28 guess what color to use to fill in the extra space you've added to the grid.
02:32 Likewise, scaling a bitmap image down also require some guesswork as to what
02:37 color to make each pixel, since you're essentially making the area of the grid smaller.
02:42 You can see this behavior by clicking on the image to make sure it's selected
02:46 and then over in the toolbar, selecting the Free Transform tool.
02:50 It's the third one from the top.
02:52 Transformation handles appear on the image, and you can then resize the image.
02:56 We'll talk more about the Transformation tool in a different movie, but for
03:00 now, if I approach the upper right-hand corner of the image, a double-headed arrow appears.
03:05 This allows me to change the width and height of the image at the same time.
03:09 So I'm going to zoom out a little bit, and then I'm going to make my image
03:13 really, really, really big.
03:16 See how the image quality of it has degraded as the image got bigger?
03:20 The trees, leaves, and other items on the image start looking blocky or
03:24 pixelated, and that's because as the bitmap scales,
03:27 there's not defined information to fill in the extra pixels that I'm asking
03:31 the image to include.
03:32 It's just guessing.
03:33 Pictures you take with the camera are a great example of imagery captured as a bitmap.
03:38 You would use a program like Adobe Photoshop to be able to resize bitmaps
03:42 without getting this kind of pixelation.
03:44 So the conclusion to take away about bitmap images is that it's best to have
03:48 them sized at the correct dimension you need before importing them into Flash.
03:53 So now that we've sufficiently messed up our image, I'll change back to the
03:57 arrow Selection tool.
03:58 I'm going to click on image to make sure it's still selected.
04:01 In the Property inspector, I'm going to make sure that this little Lock width
04:05 and height values together icon looks like a broken chain, as opposed to a whole chain.
04:11 This is going to allow me to change the Width and Height dimensions
04:14 separately from each other.
04:15 So I'm going to change the Width back to 550, and the Height back to 400.
04:21 Remember that Flash measures the origin point from the upper left-hand of the
04:26 screen, and the position of items on the Stage, by default, is measured from the
04:30 upper left-hand corner as well.
04:32 So I'm going to put 0 for the X and 0 for the Y so that our image looks
04:37 centered directly on the Stage.
04:39 So now our image is placed correctly and the pixelation that we saw when we
04:43 stretched the image out has gone away.
04:45 I'll zoom back in, just so we can see that.
04:47 So you've seen that importing bitmap imagery into Flash only requires the simple
04:52 steps of going to File and then Import, and then choosing if you want to import
04:56 to the library or to the Stage.
04:59 Remember that as a best practice, have your bitmap sized correctly before
05:03 bringing them into Flash.
05:05
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Understanding and importing vector files
00:00 Flash allows you to import files with vector artwork to use in your Flash projects.
00:05 The import process is similar to that for bitmaps, but you have a few more options.
00:09 So I have opened the file called jungle.fla from the Start folder in the
00:13 exercise files for this chapter,
00:15 and I'll save a copy of it right away into the end folder.
00:20 You can see that it's already got the bitmap jungle_background image in it.
00:24 To import vector artwork, go to the File menu, scroll down to Import, and
00:28 select Import to Library.
00:31 You could Import to Stage and get a similar result, but we will choose Import to
00:34 Library for this demonstration.
00:37 So I will navigate to the Start folder for this movie's exercise files and
00:41 choose the file called giraffe.ai--it's an Adobe Illustrator file--and click Open.
00:47 So we're presented with some options before we import our file.
00:51 Down the left-hand side you can select or deselect which layers from the
00:55 Illustrator file you want to include in your import.
00:57 I am going to close some of these dropdowns so all the nested layers aren't
01:02 quite so overwhelming.
01:04 This Illustrator file is actually somewhat complex.
01:07 I am going to cancel out of this and open up the Illustrator file so we can take
01:11 a closer look at it.
01:13 You can see that in layer 1 there is actually four different groups.
01:17 I will turn the visibility of all four of them off and then turn them on again one by one.
01:22 And you can see that each one is the giraffe in a different position as he walks.
01:28 I think the one I like best is the second from the bottom.
01:31 So I will turn the other ones off. And just notice that he's got a lot of
01:36 different layers, even for just this position.
01:38 So I'll close the Illustrator file and then go back in to Flash.
01:42 I will go back to File, and then Import, and then Import to Library, choose
01:48 giraffe, and now I'll deselect the checkbox next to each layer except for the one
01:55 second to the bottom, called layer 2, since that's the one that's got the
01:58 position of the giraffe that I want.
02:01 Now I'll click on pos.2 title and you'll see some more options for
02:05 the import show up on the right-hand side.
02:08 Basically, from here, the default settings that are selected should be okay,
02:12 but on the right, I could choose to import my AI file as a bitmap, which I don't want to do;
02:18 I want it to remain vector, so I won't click that.
02:20 You could also choose to wrap everything you're importing up into a movie clip
02:24 symbol by checking Create movie clip.
02:27 We haven't talked about movie clips yet, so let's not check this either.
02:31 We can always convert something to a movie clip later down the line.
02:34 Down at the bottom, in the Convert to layers dropdown, you can choose to have
02:38 Flash preserve the layers by choosing Flash Layers.
02:42 You could also have Flash squish all the layers into one by choosing Single
02:45 Flash Layer or you could have it convert all the layers to keyframes.
02:50 We haven't discussed keyframes yet either, but that's okay because we want to go
02:54 ahead and preserve the layers set up in Illustrator.
02:56 So we'll just leave this at Flash Layers.
02:58 I also don't want to import any unused symbols and I don't want to import this
03:03 as a single bitmap image, so we'll just leave these two boxes unchecked and just click OK.
03:08 It doesn't look like much has happened because we imported the image into the
03:12 library, not to the Stage, but in the library, indeed, there is giraffe.ai and if I
03:18 click on him, we see a little preview.
03:19 He is in here as a graphic symbol, and we will cover symbols in detail later,
03:24 but for now, think of symbols as a reusable blueprint.
03:28 So I am going to drag a copy of the giraffe out of the library and drop it onto the Stage.
03:34 It's a little too big, so I'll head over to the toolbar and grab the Free
03:38 Transform tool, or you could just press Q on your keyboard as a shortcut to Free Transform.
03:43 You can change the horizontal or vertical dimension by dragging the transform handles.
03:49 Notice that you can change the dimensions as much as you want and the image
03:53 always stays looking sharp and non-pixelated.
03:56 The giraffe might look a little stretched, but he is non-pixelated.
03:59 And that's because this is a vector graphic.
04:02 Instead of storing information about the image like a grid, like bitmaps, vectors
04:07 instead use mathematical equations to describe the shapes and curves.
04:11 As you change the image, the shape of the image is simply recalculated
04:15 so it always appears crisp.
04:16 So I am going to delete my giraffe because he is all stretched out, and now I
04:20 will just drag and drop another copy of him to the Stage.
04:23 The Free Transform handles are still there,
04:26 so I'm going to hold down the Shift key of my keyboard and then click and drag
04:30 on the upper right-hand corner of the giraffe.
04:33 Dragging at the corner allows you to resize both the width and height at the
04:36 same time, and holding down the Shift key allows you to constrain the dimensions
04:40 of the giraffe so he scales down proportionally.
04:43 About here is a good size, and I will just move him into a good spot so he's
04:47 having a nice stroll through the jungle.
04:50 It's a good idea to have your vector imagery already sized correctly before you
04:54 import it into Flash.
04:56 That way your FLA is not carrying around the extra file size of a giraffe the size
05:00 of Godzilla that you'll need to end up scaling down anyway.
05:04 However, if you're not exactly sure the dimensions you need, you can see
05:07 that adjusting the dimensions after the fact works just fine, in terms of image quality.
05:13 With the Arrow tool, now I am going to double-click on the image of the giraffe.
05:18 You will notice that the screen changes. The top-left of the screen says Scene 1
05:22 and then giraffe.ai, and the background image is grayed out.
05:26 What we've done is stepped into the giraffe image itself.
05:29 I will double-click again and keep double-clicking until I have drilled down
05:33 all the way through the various layers, until I get to the most broken-down
05:36 piece of the giraffe's leg.
05:39 Notice how the other areas of the giraffe are grayed out, since we have stepped
05:42 in several levels to the shape that makes up the giraffe's leg.
05:46 Notice also how the upper-left of the screen says Scene 1 giraffe.ai and then
05:52 several more levels.
05:53 What we're seeing here is all the individual layers from the original
05:57 Illustrator file that have been preserved.
06:00 This proves very useful when you want to manipulate or animate individual parts of an image.
06:05 For now, I'll click on Scene 1 on the upper-left to step back up out of the
06:09 giraffe image and return to the main Timeline, and I'll save my file.
06:14 So importing vector imagery into Flash is as simple as going to File and then
06:18 Import, and then choosing if you when import to the library or to the Stage.
06:23 Vector imagery looks good whether you scale it up or down, but remember, as a
06:26 best practice, to have your image resized as closely to the actual size you
06:30 needed at before bringing it into Flash.
06:34
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Using tricks and techniques for imported imagery
00:00 Here are some useful techniques for manipulating and optimizing bitmap and
00:04 vector imagery once they're imported into Flash.
00:07 Imported bitmaps can be a big source of file size bloat in your SWFs.
00:11 The best way to avoid this is to plan ahead.
00:14 Import images only at the dimensions and resolution that you really need them.
00:18 That being said, you can rachet down the size of your final SWF by affecting
00:22 the quality of compression Flash uses for images.
00:26 To demonstrate this, I've saved a copy of the jungle.fla document from the
00:30 exercise files for this chapter into the end folder.
00:34 This movie has a single layer that has the jungle_background bitmap in it.
00:38 So I'm going to take a quick look at what the published SWF file will look like
00:42 by hitting Ctrl+Enter.
00:44 I'll close the SWF and open the Property inspector and look in the SWF History area.
00:50 Here we can see the size of the published SWF.
00:52 We're at 63.2 kilobytes.
00:55 Now in the library, I'll double-click on the little tree icon next to the
01:00 jungle_background.jpg to open up the Bitmap Properties box.
01:05 Using the Quality radio button, you can set a custom compression that Flash
01:10 should use, instead of the default for your image.
01:13 I'm going to be pretty aggressive and change this to 40%.
01:17 I'll click OK and then publish the movie again.
01:21 The quality of the background image is certainly reduced.
01:24 You can see a lot of blockiness and pixelation in the image.
01:27 However, when I close the SWF and look at the SWF History box, you can see that
01:31 our file size has been reduced significantly, down to 16.7 K.
01:37 I'm going to restore my background image back to its original settings,
01:41 but know that you can play with this to find the right balance between image
01:44 quality and file size, if the final SWF size is a concern for you.
01:49 If you're building an application like an image gallery that shows a lot of
01:52 high-quality images, you might want to keep studying Flash and try techniques
01:57 like loading in external images or other assets one by one on demand, instead
02:02 of embedding them all into a SWF file like we've done here and trying to fight
02:06 with the file size.
02:07 So that Bitmap Properties box that we just used has another useful option in it.
02:12 To demonstrate, I'm going to rotate my image to the left by choosing the Free
02:16 Transform tool, clicking the image, and then grabbing it at the upper-right.
02:21 You can see my cursor changes to a little circular arrow, and I'm just going
02:25 to rotate the image.
02:26 Notice how the image gets some weird jagged edges and just doesn't look good
02:30 when we publish the SWF, because of the rotation.
02:33 I'll close the SWF and double-click on the image in the library again to open up
02:38 the Bitmap Properties box.
02:40 This time, I'll check this little box next to Allow smoothing and then click OK.
02:45 Right away you can see the difference, and when I publish the SWF image, looks
02:49 nice and smoothed out.
02:50 I'm going to hit Ctrl+Z on my keyboard once to undo the smoothing change and a
02:56 second time to undo the rotation
02:58 so we're back where we started.
03:00 So let's take our bitmap and change it into a vector image.
03:04 This can be good because, as you'll soon see, we get a chance to create some
03:07 stylized artwork, but even better, is that once our image is vector, it can scale
03:12 up and down without losing quality.
03:15 So I'll choose my Selection tool and click on the image to make sure
03:18 it's selected, and now we'll go to the Modify menu, then Bitmap, and then Trace Bitmap.
03:25 Adjusting the Color threshold and Minimum area allows you to control how complex
03:30 the colors are inside the shapes that we're going to be creating.
03:33 The higher the value means a less complex shape.
03:36 The lower value means a more complex shape.
03:40 You don't want to go bananas in making an image too complex of a vector
03:43 graphic, since a very complex vector shape could slow down the Flash Player
03:48 more than a bitmap image.
03:50 So I'll put my Color threshold at 50 and use a Minimum area of 8.
03:56 Corner threshold determines how colors will be created when the image is vectorized.
04:01 I'll just leave this at Normal.
04:04 Curve fit allows how curves are going to be rendered.
04:07 For more curves, you'd choose Very Smooth;
04:10 for less curves, you'd choose Pixels.
04:13 I'm just going to stick with Normal.
04:15 You can click Preview to see what your image is going to look like as a vector graphic.
04:20 That looks fine
04:21 so I'll click OK, and now we have a vector graphic created from a bitmap.
04:26 You can tell because you can click on the shapes and move them around and select
04:29 them just like any other vector image in Flash.
04:33 Also notice in the Property inspector, it says Shape.
04:36 I'm going to hit Ctrl+Z to undo that change
04:39 so my image is restored.
04:41 So a good practice when you have complex vector artwork like this is to
04:45 optimize the shapes.
04:47 Whether you've broken a bitmap apart like we just did or you're working with
04:51 imagery that you imported as a vector, this can be a good technique.
04:54 Complicated vector artwork can eventually slow the Flash Player down if it has
04:59 to render complex objects over and over.
05:02 So I'm going to hit Ctrl+A on my keyboard or Command+A on a Mac.
05:07 So select everything on the Stage and then I'll go to Modify > Shape and Optimize.
05:12 The Optimize Curves dialog box comes up, and you can set the Strength for the
05:17 optimization and choose to see a preview of the image.
05:21 You can also see a totals message, and we'll see that in just a second.
05:25 I'm going to slide the Strength all the way up to 100.
05:28 Watch carefully and you can see how the image changes just a little bit.
05:33 What it's doing is removing anchor points and making the shapes less complex.
05:38 So I'll click OK, and here we get a message that the original image had 8,585 curves.
05:45 The optimized shape has 6,403 curves.
05:48 This is a 25% reduction. Now that's pretty good.
05:52 For our last technique, we've got all these shapes on our screen, and it might be
05:57 useful to be able to move them around as a group so parts of it don't
06:00 accidentally get knocked out of place, like this.
06:02 I'm just going to undo that change.
06:05 So I'm going to hit Ctrl+A on my keyboard to select all, and then go to
06:09 Modify and then Group.
06:11 Notice also the keyboard shortcut of Command+G or Ctrl+G. Now I can move the
06:17 entire image background as a group.
06:20 If you want to undo the grouping, you just go to Modify and then Ungroup.
06:25 So in this movie we've looked at a lot of techniques.
06:28 We looked at how to change the compression settings for bitmaps to make them
06:32 carry less file size, as well as how to smooth them so they appear smooth
06:35 when they're rotated.
06:36 We also saw how to change a bitmap image into vector using the Trace Bitmap command.
06:42 Then we saw how to optimize shapes so they have fewer curves and aren't
06:46 so complex.
06:48
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4. Structuring a Flash Document
Adjusting document settings
00:00 Let's create a blank ActionScript 3.0 FLA file and look at how to adjust a few
00:05 important document settings before adding to any Flash project.
00:10 So first, I am going to save my file to my computer as test.fla, and to
00:15 the desktop is fine.
00:18 To set the properties for your document, like background color and size, simply
00:22 click on the Stage and look in the Properties panel.
00:25 The Properties panel tells you information about whatever thing you've clicked
00:28 on, and in this case, it's the Stage, so the document itself.
00:32 Before we go further, I am going to grab my Rectangle tool and quickly draw a
00:37 shape on the Stage to demonstrate something else in just a moment.
00:42 So I'll just draw my rectangle, and then use my Arrow tool and click on the rectangle.
00:49 We can see in the Property inspector that the width is 125 and the height is 72.
00:55 So I will click on the pasteboard to deselect the rectangle.
00:57 In the Property inspector, we see the properties about the FLA document again.
01:02 Here in the Properties area, I'll click on the icon of the wrench to edit
01:06 document properties.
01:08 We can see that the current dimensions of our Stage are 550 x 400 and you can
01:12 change this by typing in new dimensions.
01:14 For example, I will put 640 x 480.
01:18 You can adjust the 3D Perspective Angle if you want, which will make sense a
01:22 little later on in the course.
01:25 You can also choose to scale content with the Stage.
01:28 What that means is any content on the Stage will scale relative to the new size
01:33 of the Stage once we click OK.
01:35 Let's check this, and we'll expect to see our rectangle get a little bit bigger
01:39 once we click OK, since we just made our Stage dimensions a little bit bigger as well.
01:45 Here in the Ruler units is where you can also change the units of rulers to
01:49 Inches, Centimeters, or other choices.
01:53 With this radio button, you can make your document match your default settings
01:56 in Flash; or content, if you've imported a bunch of things to the Stage; or you
02:01 can have it match your printer settings.
02:03 I am just going to leave it at Default for now.
02:06 You can also set the Background color of your document here.
02:08 I will just leave it at white.
02:11 Here is where we can change the frame rate, and you can see it's currently set to 24.
02:16 This affects how fast or slow your Flash movie is going to play.
02:20 We'll go into a more detailed discussion of this in the next few movies, but for
02:23 now, know that setting this to something between 12 and 30 is generally
02:28 considered acceptable, and the default of 24 is just fine.
02:31 You can also choose to turn on Auto- Save and specify how many minutes should go
02:36 by before Flash auto-saves your document for you.
02:39 That seems like a good idea, so I'll check this and type in 1 minute.
02:43 Now, if the settings you have put here are what you want all new Flash documents
02:49 to use, you could click Make Default.
02:51 I'm not going to do that though.
02:53 So I'm about to click OK and look for two things:
02:57 first is that the size of the Stage adjusts to the value of 640x480, and the
03:02 second thing is that the rectangle should scale up too, since we checked
03:06 Scale content with Stage.
03:10 And indeed, the Stage gets bigger and the rectangle has too.
03:13 If I click on it with the Arrow tool, you will see that the width has increased
03:17 from 125 pixels before to 150 pixels.
03:21 So I will click on the pasteboard to deselect the rectangle, and you'll notice
03:25 that a few of the settings we just saw are available in the Property inspector
03:28 as well, specifically Frames Per Second, the Stage dimensions and the Background color.
03:34 It makes no difference if you change these here or in the Edit Document
03:37 Properties dialog box that we just saw.
03:40 So notice that there's also a little asterisk next to the name of my FLA file.
03:46 This indicates that changes have been made to the FLA since the last time it was saved.
03:50 I could hit Save right now, but if we wait for one minute, as we specified in the
03:55 Auto-Save area, Flash will save the file on its own.
03:58 And there it is. The asterisk is gone, indicating that Flash auto-saved
04:02 the document for me.
04:03 Now, there is another setting you might find useful regarding saving your files,
04:07 and that's Auto-Recovery.
04:09 It's easier to see Auto-Recovery in action if we disable Auto-Save,
04:13 so I am going to open up my Document Properties box again to deselect
04:17 Auto-Save, and then hit OK.
04:21 Now, I'm going to go to the Edit menu and then Preferences.
04:25 If you're on a Mac, you'd go to the Flash menu, and then Preferences.
04:29 So what we're about to do here isn't set on a document level;
04:33 it's a preference that we'll apply to Flash itself, no matter what FLA
04:36 document you're working on.
04:38 So here in the General category, I'm going to make sure that Auto-Recovery here
04:42 at the bottom is checked and type in 1 minute.
04:45 I will do that so it doesn't take long for us to see, but you could type in
04:49 whatever you wanted here. So, I'll click OK.
04:53 I am going to move my rectangle to be way over on the right side of the Stage
04:58 and a little bit offscreen, and you'll notice that the file is still unsaved
05:03 because we now have a little asterisk next to test.
05:07 So that asterisk isn't going to automatically disappear.
05:09 It isn't going to auto-save our file like Auto-Save does.
05:12 What this does is create a copy of our file that we can access in case
05:16 Flash crashes unexpectedly or your cat steps on the switch to your power strip or whatever.
05:21 You can see this copy of the file by opening your file explorer to the same
05:25 directory as your FLA.
05:27 I've got mine on the desktop. And you'll see that the file has Recover as the prefix.
05:32 So I haven't saved the file.
05:34 Remember, the last time we saved the rectangle, it was over on the left side of the Stage.
05:40 Now I am going to force Flash to quit like it's crashing by hitting
05:43 Ctrl+Alt+Delete on my keyboard and then telling it to End Task.
05:54 On a Mac, you'd do this by opening the Apple menu and choosing Force Quit.
05:59 So that's my simulated crash, and when I go to the Recover file and open it, you
06:03 will see that Flash asks me if I want to open the recovered file.
06:09 And yes, I'd like to open the recovered file.
06:13 And you'll notice that the rectangle is on the right side, even though I never
06:16 saved the file this way.
06:20 If I open the original file, you'll see the rectangle still back over on the
06:23 left, which is where it was last placed the last time it was saved.
06:27 So I am going to close out of the Recover file.
06:31 The Recover file will exist on your machine until you save your original file
06:35 properly, not as a force quit or a crash.
06:38 So I am just going to move my rectangle one more time and save my document and
06:44 then back on my Desktop, you'll see that the Recovery file is gone.
06:48 So these are the basics that you need to know about setting up the properties
06:52 for your Flash movie.
06:53 Remember that you can change items like the Stage dimension, background color or
06:58 Auto-Save any time by clicking on the Stage or the pasteboard and opening the
07:02 Document Properties dialog box.
07:04 Auto-Recovery is a feature you access through the Preferences panel for Flash
07:09 that affects Flash as the software, not on the document level.
07:14 Between Auto-Recovery and Auto-Save, you should be pretty well covered for
07:18 making sure your hard work is saved, even in the event of a software or
07:21 system crash.
07:23
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Organizing layers
00:01 One good way to organize all your visual assets on your Stage is by using layers.
00:05 Layers allow you to control the stacking order of your visual content.
00:09 If you've used layers before in programs like Adobe Photoshop or Illustrator,
00:13 the concept should transfer easily for you.
00:16 In Flash, layers are controlled from the Timeline.
00:18 I've opened a file called layers.fla from the Start folder in the exercise files
00:23 for this chapter, and I've saved a copy into the End folder.
00:27 Look at the bottom-left of your screen next to the Timeline, and you'll see that
00:30 we currently have one layer in our Flash movie.
00:33 It contains the background jungle image and the three animals.
00:36 You can see that the monkey's arm looks like it's more in the foreground than
00:40 the elephant's trunk.
00:41 So let's say I want to swap the monkey and the elephant so that the monkey's arm
00:45 appears behind the elephant.
00:48 With the Arrow tool, I can click once on the monkey and then from the Modify
00:52 menu, choose Arrange and then Send Backwards.
00:58 Now the monkey looks like he is standing behind or further away than the elephant.
01:03 You can access those same Arrange commands by right-clicking.
01:07 So I'll right-click the monkey, choose Arrange, and then Send to Back.
01:12 He totally disappears because he went to the very back of the stacking order,
01:16 behind the background image.
01:17 So I'm going to undo that change by pressing Ctrl+Z on my keyboard;
01:21 that's Command+Z on a Mac.
01:22 So I'm going to right-click the monkey one more time and under Arrange,
01:27 choose Bring Forward.
01:30 So he looks like he is standing closer to the viewer again, and I'm going to
01:34 move him to overlap the elephant just a little bit more.
01:37 You probably also noticed the command of Bring to Front, which brings an
01:42 object all the way to the front of the stacking order, but I'm not going to do that right now.
01:47 So this works well, but a best practice while working in Flash is to have each
01:51 visual item on the Stage be on its own layer.
01:54 That way you can work with one individual asset at a time and not
01:58 accidentally affect other items.
02:00 As we progress further into Flash and start working with animation, you have to
02:05 have individual assets on their own layers to set up an animation,
02:08 so organizing your movie layers is a good habit to get into early.
02:12 You can have Flash separate out items on one layer into separate layers for you.
02:18 To try this, hit Ctrl+A or Command+A on your keyboard to select all the items on our layer.
02:24 You can see that all the animals and the background images have a thin blue line
02:28 around them to show that they're selected.
02:31 Now, right-click somewhere on the selected items and choose Distribute to Layers
02:35 from the context menu.
02:37 You could alternatively go to Modify menu, then Timeline, then Distribute to Layers.
02:44 We now have five layers.
02:46 You can turn the visibility of layers on and off as an easy way to see what's on each layer.
02:50 So on the layer where it says giraffe, I'm going to click on the little dot in
02:54 the column under the icon of the eye.
02:57 The giraffe disappears, so that's his layer.
02:59 I'll click again to turn the layer on and now I'll click on the dot next to the
03:03 background layer and the monkey and the elephant layers so that we can see
03:07 what's on those layers.
03:10 You can click on the eye icon itself to affect the visibility of all the layers at once.
03:15 So the original layer that the background and the animals were on is now empty.
03:20 You can tell the layer is empty in two ways.
03:23 First, turning the visibility of the layer on and off doesn't do anything, since
03:27 there's nothing on the layer.
03:28 Also, notice how the animal and background layers have, in the first frame, the
03:33 Timeline filled in with a gray background and a black dot.
03:37 Having that color indicates that there's something on the layer.
03:40 The layer 1 layer has a white background with a dot that's not filled in.
03:45 Not having the shading indicates that the layer is empty.
03:49 Since we're not using that layer anymore, I'll click on it and then click the
03:52 icon of the trashcan at the bottom.
03:55 So another best practice is to name your layer something intuitive.
03:59 With only four items on the Stage, this may not seem that important.
04:03 But when you have Flash projects with tens or even hundreds of layers, you'll
04:07 appreciate layer names that make sense, as opposed to layer 1, layer 2, layer 3, and so on.
04:12 Flash did a pretty good job of naming the layers for us,
04:15 but to change a layer name, simply double- click on the name and type in a new one.
04:20 I'll rename the bottom layer to junglebg.
04:24 So to avoid moving things around on the Stage by accident when you've got them
04:27 positioned just right, you can lock your layers.
04:31 Just like the eye, you can click on the lock to toggle all layers between
04:35 locked and unlocked.
04:36 I'm going to try selecting anywhere on the Stage and you'll see that it's working.
04:42 Everything is locked and I can't grab anything.
04:44 I'm going to leave the background layer locked, since it isn't going
04:48 anywhere anytime soon, but I'm going to unlock the animal layers so we can move them around.
04:52 So I'll click on the little icon of the lock on each one of those layers.
04:57 The column underneath the little rectangle to the right of the lock icon allows
05:01 you to view some or all of the layers as outlines.
05:06 This can come in handy at times, for instance, if you're trying to line up one
05:10 item precisely behind another.
05:13 You can easily change the stacking order of your layers by dragging and dropping
05:17 a layer up or down on the stack.
05:18 I'm going to drag the junglebg layer above the elephant and you'll notice the
05:23 dark black line that appears to indicate where the layer is going to be placed
05:27 when I release the mouse.
05:29 When I release, you can see that the elephant disappears because it's now behind
05:33 the background image.
05:34 I'm going to undo that change so we can see the elephant again.
05:38 So if you need more layers, simply click on the icon that looks like a
05:42 little piece of paper.
05:44 New layers are added above whatever layer you currently have selected, so I'm
05:48 going to select my giraffe layer and add a single new layer above it.
05:52 I'm going to rename it welcome.
05:56 If you open the library, you'll see that there's an object called welcome that's
05:59 already been prepared for us.
06:02 I want to put that on the new welcome layer.
06:05 So notice that if I try to drag and drop it onto the Timeline, Flash doesn't let me.
06:10 What you have to do is click the layer in the layer stack so Flash knows
06:14 which one you want to use and then drag and drop the item out from the
06:17 library onto the Stage.
06:21 Notice now that on the welcome layer, the dot in the first frame is now filled
06:26 in and the background is gray, to indicate that there's something on the layer.
06:30 It can be really easy to accidentally put something on the wrong layer.
06:34 For instance, I'll undo that last change so the Welcome message is gone, and now
06:39 I'm going to click my elephant like I'm going to move him around or do
06:43 something else to him.
06:44 Since I clicked him, notice the background behind the word elephant in the
06:48 layer stack is now highlighted--
06:50 it's blue--to indicate that this is the selected layer.
06:54 If I drag and drop the welcome message now, it ends up on the elephant layer and
06:58 I can tell when I turn the visibility of the layer on and off.
07:04 So the thing to do is to click the layer name you want a new visual object to
07:08 appear on before placing it, so it ends up on the correct layer.
07:13 So now, since the welcome message is on the wrong layer, I want to move it from
07:17 elephant back up to the welcome layer, but the positioning on the screen is
07:21 perfect and I want to preserve that.
07:24 So one way to do this is to select the welcome message and then hit Ctrl+X or
07:28 Command+X on your keyboard to cut it.
07:31 Then I'll click once on the welcome layer to select it and then use the keyboard
07:35 shortcut Ctrl+Shift+V to paste in place.
07:39 That's Command+Shift+V on the Mac.
07:42 You could also go to the Edit menu and choose Paste in Place.
07:46 No matter how you get there, the "Welcome to the Jungle!"
07:49 message is now on its own layer.
07:51 You can also further organize your layers by creating and using folders.
07:55 Click on the folder icon at the bottom of your layers to create a new one.
08:01 You can drag and drop folders just like you can layers, so I'm going to drag
08:04 the folder just above the giraffe layer.
08:06 I'll put all three of the animal layers into the folder.
08:10 To do this, I'm going to click and drag each layer up and slightly to the right.
08:14 You can see the black line that appears to indicate where the layer is going to
08:18 go, and when I release, you can see the layer is now indented under the folder to
08:23 indicate that it's inside the folder.
08:24 You can also rename folders by double- clicking on the name and typing a new name.
08:30 So I'll call this folder animals.
08:36 Clicking on the little arrow to the left of the folder name allows you to expand
08:40 and contract the contents of the folder.
08:42 So arranging the stacking order of items within a layer and layers and layer
08:47 folders are all quick and easy ways to organize your Flash movies.
08:51 Getting into the habit early of having each visual asset on the Stage be in its
08:55 own layer and then renaming each of your layer something intuitive will ensure
09:00 that even your most complex Flash pieces remain easy to navigate, both for you
09:04 and for colleagues you may pass your work on to.
09:07
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Utilizing guide layers
00:00 There is a special type of layer called a guide layer that can be really useful
00:04 during the development process.
00:06 To demonstrate this, let's work with a fictional situation where we have our
00:10 three animals that we've imported into Flash, each on their own layers.
00:14 If you look in the library, the jungleBackground image is there as well, but
00:18 it's not on the Stage yet.
00:19 We will bring it in later.
00:21 So the problem is that I'm not sure where exactly my clients want the animals to go.
00:27 Fortunately, the client has also provided me with some mockups.
00:30 So from those, I've got a bitmap image that I can use as a guide to help me line them up.
00:35 I am going to open the file called guideImage.jpg in the Start folder of this
00:40 chapter, just to take a quick look at the guide.
00:42 So to use this in Flash, I am going to create a new layer and call it guide.
00:51 Before I import the guideImage, I am going to make sure that all of the layers
00:54 are locked except the guide layer, and now I will drag the guide layer down to
00:59 the bottom of the layer stack.
01:01 With my guide layer selected, now I'm going to import my guide image by going to
01:06 File > Import, and then Import to Stage.
01:11 So I'll navigate to the guideImage.jpg file and click Open and the image is
01:18 placed on the Stage in the guide layer.
01:20 I am going to click once on the image with my Arrow tool and open up
01:24 the Property inspector.
01:25 Notice for some reason the X isn't at zero. It's slightly off.
01:31 So I will just change that to zero so we are sure that our guide image is lined
01:34 up precisely with the Stage dimensions, and now I'll lock the layer.
01:38 Now on the guide layer I am going to double-click on the icon that looks like a
01:42 piece of paper to open the Layer Properties box.
01:46 Using the radio buttons, I will change this layer from a normal layer to a
01:50 guide layer and click OK.
01:52 Notice how the icon is changed from a piece of paper to what looks like a
01:55 T-square, to indicate that this is a guide layer.
01:59 So I'll unlock the animal layers and now move each of them into place using my
02:03 mouse and the arrow keys on the keyboard.
02:05 So our animals are now in place.
02:10 So far, the guide layer may seem as useful as a solar-powered flashlight, since
02:14 you could have done this lining-up process with just a regular layer.
02:18 The difference is that when I test my movie by hitting Ctrl+Enter the guide
02:22 image doesn't appear in the published SWF.
02:25 So in a situation like this where you've been given a layout that you must
02:28 re-create in Flash, using a guide layer to act as a template means you can
02:33 keep your guide images in place but they won't be in the way as your SWF gets
02:37 sent around to your clients or colleagues for approval. Or maybe you want to
02:42 write some instructions for another person who is also going to be working on the Flash piece.
02:47 You could type instructions right on the Stage in a guide layer so the developer
02:51 can see it but not have it affect the published SWF.
02:54 Another advantage is that the file size associated with the content in the guide
02:58 layer is not included in the resulting SWF.
03:03 Click on your pasteboard once and make sure your Properties panel is open.
03:07 Here in the SWF History you can see that the size of the SWF we just created is
03:11 14.1 K. Now, I'll double-click on the icon next to the guide layer name again and
03:18 change the layer back into a normal layer.
03:20 Now I am going to test the movie again.
03:22 I am going to close the SWF right away and open the Properties panel again and
03:28 click the pasteboard.
03:29 And notice that our file size has jumped up to 106.5 K because the size of the
03:35 guide image is now included in the SWF.
03:38 The little yellow exclamation point next to the file size is a little warning
03:42 that the SWF size increased over 50%, which is okay in this case.
03:46 So I am going to change the guide layer back into a guide layer.
03:53 To complete our piece, I am going to unlock the background layer, click on it
03:57 once to select, and then drag and drop the jungleBackground image to the Stage.
04:01 I will open the Property inspector and make sure that the X position is zero as
04:07 well as the Y. Now when I turn the visibility of the background layer on and
04:12 off you see no change,
04:14 so we know that our animals and our background image are lined up perfectly
04:18 with the guide image.
04:20 So can use guide layers to your advantage, but I would recommend that once
04:23 you're done with them, delete guide layers even though they're not included in the final SWF.
04:28 That way your FLA files include only layers with content that's actually used
04:32 on the Stage.
04:33
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Understand the Timeline and frame rate
00:00 The Timeline controls when and for how long visual objects appear in your Flash movie.
00:05 To explore this, I've opened the file called elephant.Animation.fla from the
00:10 exercise files for this chapter.
00:12 The Timeline appears across the bottom of the screen and is measured in frames.
00:17 You can see the frame numbering across the top of the Timeline.
00:20 How fast those frames are played is determined by the frames per second, or FPS.
00:26 To figure out what the FPS is, open your Property inspector, if it isn't already,
00:31 and click on the pasteboard so we can see the document settings. We are at 24.
00:35 You'll notice that this movie has content and animation over the span of 36
00:40 frames, so at 24 frames per second, it's 1 1/2 seconds long.
00:45 Notice also the vertical red line that appears over the Timeline anytime you
00:50 have a movie longer than one frame.
00:53 This is called the playhead and you can drag it across the Timeline to preview
00:57 what your Flash movie looks like so far.
00:59 Dragging the playhead is better known as scrubbing the Timeline.
01:04 When you scrub the Timeline or click on any frame notice at the bottom of the
01:08 Timeline this small number that tells you what frame the playhead is on.
01:13 You can also see the frames per second and the amount of time elapsed at the
01:17 point the playhead is at.
01:19 My playhead is at frame 17, so 0.7 seconds have gone by at this point in the movie.
01:25 So I'm going to test the movie by Ctrl+Enter on my keyboard--that's Command+Enter
01:30 on the Mac--and we see the resulting SWF.
01:33 Indeed, it looks like it takes the elephant about 11/2 seconds to trumpet and
01:36 then the movie starts over.
01:38 When the playhead gets to frame 36, it sees there's no more frames and
01:42 starts over on frame 1.
01:45 You can get a visual on what the playhead is doing while viewing this SWF by
01:49 going to the View menu and then Bandwidth Profiler.
01:55 The little gray marker at the top of the screen indicates the position of
01:59 the playhead, and you can see on the lower- left the frames being counted out as well.
02:04 I'm going to close the Profiler by going to View and then clicking on
02:08 Bandwidth Profiler again.
02:09 I'm going to close my SWF and back in Flash, if we change our frames per second
02:20 from 24 to 12 and then test our movie again, you'll notice that the elephant is
02:26 moving twice as slowly,
02:27 since 36 frames at 12 frames per second is 3 seconds.
02:38 So, I'll close the SWF window and change the Frames Per Second back to 24 in
02:43 the Property inspector.
02:45 Common frame rates in Flash usually range between around 12 and 30. You can pick
02:50 which frame rate works best for you, but I recommend picking a frame rate at
02:54 the start of your project and then sticking to it.
02:57 If you're coordinating with others about a number of Flash assets that will work
03:01 together, especially if it involves video, agreeing on the frame rate ahead of
03:05 time is a really good idea.
03:08 You can imagine what would happen if you develop assets at 24 frames per second
03:12 and someone else at 12, and then you try to combine them.
03:15 Half the animations would be either way too fast or way too slow and it
03:19 would just be a big mess.
03:21 So if you'd like to see more or less of the Timeline at once, click on this
03:25 little dropdown at the upper-right of the Timeline window.
03:30 Choosing Tiny shrinks the views of the frames so you can see more at once.
03:35 Conversely, choosing Medium makes it so you can see less frames, but each one is bigger.
03:41 You can experiment with what works best for you.
03:45 Choosing Short in this context menu simply shrinks the vertical space each layer
03:50 takes up in the Timeline.
03:50 I'm going to change mine back to Normal.
03:55 So using the Timeline and frames, you can control what items appear on your
03:59 screen and when, and for how long.
04:02
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Previewing a project
00:00 There are multiple ways to preview your work in Flash.
00:03 Of course we've already worked with the keyboard shortcut of Ctrl+Enter
00:07 for testing your movie.
00:08 That's Command+Enter on the Mac.
00:10 This publishes a SWF file that you can preview and then close quickly so you
00:14 can go on to make more changes to your movie.
00:17 Note that this is the same as going to the File menu, then Publish Preview, and then Flash.
00:27 I think the name Publish Preview is a little misleading.
00:30 You are previewing your work in a sense, but you end up looking at a published SWF file.
00:35 Ctrl+Enter and Publish Preview Flash are a little different than the choice of
00:42 Publish that you may have notice under the File menu.
00:45 If I choose Publish, it doesn't look like anything happened.
00:48 Flash does publish the SWF file, but it doesn't open it for you to look at.
00:53 If you are using the default settings of Flash, it also creates an HTML that
00:58 embeds the SWF file within it.
00:59 I will hop over to my file explorer and you'll see the SWF and the HTML file there.
01:06 What files Flash publishes for you are controlled by the settings you can find
01:10 if you go to File and then Publish Settings.
01:13 In the Publish Settings dialog box, you can see that SWF and HTML Wrapper are checked.
01:18 We'll talk more about the other file types later in the course.
01:21 From here, you can click Publish, which publishes the files,
01:25 but again Flash doesn't open up for you; it just creates them, and then you can
01:29 go find them in your File Explorer.
01:31 You can click OK, which saves your choices but doesn't publish, or just cancel. I'll hit Cancel.
01:38 So, after all that, the fastest way to test your movies as you're developing and
01:42 see how they are going to look in the Flash Player is what we've been doing all
01:45 along: Ctrl+Enter or Command+Enter.
01:48 In another movie, we talked about scrubbing the Timeline with your playhead to
01:51 see how your content looks, like this.
01:54 Note that you can also press Enter on your keyboard and the playhead will start
01:58 playing from whatever position it's at and then stop at the end.
02:02 Pressing Enter again starts it over at frame 1.
02:05 You can stop it before it gets to the end by pressing Enter again.
02:09 There is also these Timeline controls underneath the Timeline.
02:14 You can toggle between play and pause.
02:16 You can also step back one frame or you can go to the first frame.
02:22 You can also step forward one frame or go to the last frame.
02:27 You can also choose this icon that looks like a curvy arrow to loop your
02:31 content. Notice these control handles appear above the Timeline, and I can move
02:36 them around to define what particular keyframes I want to focus on.
02:43 Now, when I press Enter on my keyboard, the playhead loops repeatedly through the
02:47 frames I've identified.
02:51 We'll talk more about the other icons below the Timeline in a different movie,
02:55 so for now, I'll just turn Loop off.
02:57 So you have multiple ways to view your content in Flash as you're working.
03:02 The method you will probably use most is Control+Enter or Command+Enter.
03:05
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Defining frames and keyframes
00:00 Being able to create and manipulate frames and keyframes in the Timeline is key
00:05 to controlling the flow of your Flash animations.
00:08 If you open the file called framesAndKeyframesPreview.swf from the start file in
00:13 the exercise files for this chapter, you'll see what we're building towards in this tutorial.
00:18 So the elephant shows up first, then the monkey, and then the giraffe.
00:22 The whole thing lasts four seconds and then starts over.
00:25 The staggered pace of appearance is through the use of frames and keyframes,
00:29 so let's take a look.
00:30 I'll close the preview SWF and then open up the file called
00:34 framesAndKeyframes.fla in the start folder in the exercise files, and then I'll
00:39 save a copy of it right away into the end folder.
00:44 You can see that we've got four layers here: the background layer, which already
00:48 has our familiar jungle background, and then an elephant, monkey, and giraffe
00:52 layers, which don't have anything on them yet.
00:55 In the Property inspector, you see that we're at a frame rate of 24 frames per second,
01:00 and in the library we have our animals ready to use.
01:05 Our movie currently only has one frame,
01:07 so to have a movie that's four seconds long, we need to extend our Timeline out
01:12 to 120 frames, since 5 seconds multiplied by 24 frames per second equals 120.
01:19 So I'll click on frame 1 in the background layer.
01:23 You can add frames one at a time by pressing F5, or you can right-click and
01:28 choose Insert Frame.
01:32 Adding frames one at a time is pretty tedious, so I'm going to grab the slider
01:36 bar that appears under the Timeline and slide over to frame 120.
01:43 I'll click once on frame 120 to select it, and you can tell it's selected
01:46 because it turns blue.
01:48 Now I'll right-click on the frame and choose Insert Frame.
01:51 Alternatively, you could have selected frame 120 and then pressed the hot key of
01:55 F5. So you can see that our background layer now has 120 frames.
02:00 So notice the different kinds of frames that we have here.
02:03 I'm going to scrub my Timeline all the way back to frame 1.
02:06 Notice how frame 1 has a gray background with a black dot in it, but all the
02:10 other frames are just gray.
02:13 Frame 1 is a keyframe.
02:15 One way that may be helpful to think of keyframes is to think about stop frame
02:18 animation, like used in claymation.
02:21 If you've watched shows like Shaun the Sheep or Wallace and Gromit, you can
02:24 imagine how the clay characters are put into position, an image is snapped,
02:28 and then the characters repositioned, and another image taken, and so on and
02:32 so on in succession.
02:34 Keyframes are the equivalent of this.
02:35 Each keyframe shows the specific starting position, size, and other attributes of
02:40 artwork on the screen in that layer.
02:43 When you need new positioning, you need a new keyframe.
02:46 Keyframes in Flash are indicated by that circle, and you'll notice that all our
02:49 layers have a keyframe on frame 1.
02:52 However, background is the only layer that actually has anything on the
02:55 keyframe, and you can tell because the circle is filled in and the background is gray.
03:00 A non-filled-in circle and a white background indicates a blank keyframe.
03:04 A blank keyframe is just a keyframe with no artwork in it.
03:07 So notice how all the frames after the keyframe on the background layer are gray.
03:12 Gray indicates that these frames aren't empty;
03:15 there's something on the Stage for these frames.
03:17 Since they don't have circles in them, they're just regular frames, not keyframes.
03:20 And a frame just copies the information from the most previous keyframe. And you
03:25 can see that this is what these frames are doing if you scrub the playhead.
03:28 The Stage looks the same no matter what frame we're on, since each frame just
03:33 repeats what was in the keyframe on frame 1, the background jungle image.
03:37 Notice on frame 120 that there's a gray background with a white rectangle.
03:43 The white rectangle doesn't really do anything;
03:46 it's just an indicator that that frame is the last regular frame in the sequence.
03:51 So back on frame 1, I'm going to lock the background layer.
03:54 Now you can see that all the other layers have a blank keyframe on frame 1.
03:58 They have the white background with just the outline of the circle within them.
04:01 It's really a keyframe.
04:02 There's just no artwork in it.
04:05 So now let's extend the next three layers out to frame 120 as well.
04:09 I'll scroll over to frame 120 and click on frame 120 on the elephant layer.
04:14 Remember that you can look at the current frame underneath the Timeline.
04:19 It says 120, so I know I've got the correct frame selected.
04:22 So I'm going to right-click and choose Insert Frame, but remember, you could
04:26 also use the keyboard shortcut of F5.
04:29 Instead of extending the other layers out individually, you can multiple-select
04:32 by holding down the Shift key on your keyboard and selecting frame 120 for the
04:37 monkey and giraffe layers.
04:38 So frame 120 on both layers are blue, indicating that they're selected, so
04:43 I'll insert my frames.
04:44 So notice that all three of these layers have frames with a white
04:47 background instead of gray.
04:49 Remember that frames simply repeat whatever is happening on the most previous keyframe.
04:55 Since the keyframes on frame 1 are blank, these are all just blank frames.
04:59 So our little project here is meant to have a succession of images appear one at a time.
05:03 So let's add the elephant to the first animal in the sequence.
05:07 We want him to appear one second after the movie starts.
05:10 Since we're at 24 frames per second, I'll click once on frame 24 to select it,
05:15 being very careful that I select frame 24 in the elephant layer.
05:18 Since I want to define the artwork for this frame, I need to add in a keyframe here.
05:24 You can do this by going to the Insert menu, then Timeline, then Keyframe.
05:30 Notice it doesn't show a keyboard shortcut for this, but there is one; it's F6
05:34 and you'll probably be using it a lot, so you might want to memorize it.
05:38 You could also right-click on the frame and choose Insert Keyframe that way.
05:41 Now I'll open up the library and drag and drop the elephant to the Stage.
05:46 You'll notice I can't drop it onto the Timeline itself;
05:49 you can only drop him onto the Stage.
05:52 So frames 1 through 23 stay empty, the keyframe now has a gray background and a
05:56 black dot, and all the subsequent frames turn gray because they're copying
06:00 what's in the keyframe.
06:01 Let's go ahead and lock our elephant layer--we're done with that--and do this
06:05 again for the monkey layer at two seconds into the movie.
06:08 So I'll select frame 48 on the monkey layer and insert a keyframe.
06:13 From the library, I'll drag and drop the monkey onto the Stage.
06:16 He is obviously huge, so I'll select them with my Arrow tool and then select the
06:21 Free Transform tool out of the toolbar.
06:24 We'll cover the Free Transform tool in detail later, but for now, I'm going to
06:28 hold down my Shift key and click and drag the corner of the image and scale the monkey down.
06:33 That looks better, and so now with the Arrow tool, I'll just move him into place.
06:37 I'm going to scrub the Timeline now to see the effect.
06:41 Note that all the frames updated automatically with the sized-down monkey.
06:45 They are just frames that copy what the keyframe on frame 48 does, so the monkey is
06:49 the correct size all the way across the Timeline.
06:52 When I test the movie by pressing Ctrl+Enter, our succession of images
06:56 is shaping up nicely.
06:57 The elephant appears and then the monkey.
06:59 So I'm going to lock the monkey layer and add in our third image at three
07:06 seconds into the movie, which is frame 72.
07:09 So I'll right-click and choose Insert Keyframe and now drag and drop the
07:13 giraffe to the Stage.
07:14 Now you might be wondering if you could have chosen Insert Blank Keyframe
07:19 instead--that also appears in the dropdown menu.
07:22 The answer in this instance is yes.
07:25 The difference between inserting a keyframe and inserting a blank keyframe is this.
07:30 I'm going to demonstrate using frame 90 on the giraffe layer.
07:34 When you choose to insert a new keyframe, you're getting a new keyframe with a
07:38 copy of the information from the most previous keyframe.
07:42 Notice when I scrub over the new keyframe, it looks just like the previous
07:46 frames and keyframe.
07:48 But since it's a keyframe, I can now drag my giraffe on frame 90 to a new location.
07:55 So now when we look at frames 72 to 89, we see the giraffe in one position, but
08:00 in the new position when we hit frame 90.
08:03 If you insert a blank keyframe, like I'll do here on frame 95, you get just
08:08 that, a blank keyframe with nothing in it.
08:11 Notice how the giraffe is gone when I scrub over the blank keyframe.
08:15 Also notice that the last frame with anything in it, frame 94, has the
08:19 white rectangle in it.
08:21 All that's doing is indicating it's the last regular keyframe in the sequence
08:25 before the playhead hits the blank keyframe.
08:28 Since these keyframes were just for demonstration, let's get rid of them by
08:31 selecting, right-clicking, and choosing Clear Keyframe.
08:35 You could also go to Modify > Timeline and then Clear Keyframe.
08:39 Now the frames are restored back to the giraffe starting at frame 72 and
08:45 going on until the end.
08:46 So the question was, when you're inserting a new keyframe, does it matter if you
08:51 choose Insert Keyframe or Insert Blank Keyframe?
08:55 It depends on what you're trying to do.
08:56 Remember that inserting a keyframe gives you a new keyframe with a copy of the
09:01 information from the most previous keyframe.
09:04 If you're starting with a blank frame in the first place, like you are way over
09:08 here at the beginning of the movie, it doesn't really matter if you choose to
09:12 insert a keyframe or a blank keyframe;
09:14 you end up with the same thing, a blank keyframe, like so.
09:19 I'll undo that change.
09:20 So let's lock the giraffe layer and test our movie.
09:24 It takes a total of four seconds and the images appear in succession.
09:29 So keyframes define how an item should look on the Stage.
09:33 There are blank keyframes, which are frames with a white background and the
09:36 outline of a circle in them.
09:38 Keyframes that have content in them are indicated in the Timeline by a frame
09:42 with a gray background and a black dot.
09:45 Frames just copy the contents of the most previous keyframe.
09:50 So blank frames appear after a blank keyframe and regular frames appear after a
09:55 keyframe, and contain the same content as the keyframe.
09:58
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Manipulating frames and keyframes
00:00 Let's take a look at manipulating frames on the Stage once you have got content on them.
00:05 In a file called framesKeyframes.fla in the exercise files for this chapter, we
00:10 have pretty much where we left off in the last movie.
00:13 We have got a background layer with the jungleBackground image, a monkey layer,
00:17 an elephant layer, and a giraffe layer.
00:19 The elephant first appears on frame 24, so after one second has passed, the
00:24 monkey at frame 48, and the giraffe at frame 72.
00:31 In the library, we also have this Don't Feed The Animals signs that we haven't used yet.
00:37 I want to add that sign to the scene and have it appear at frame 72 and stay
00:42 onstage until frame 96, where the other frames end.
00:46 But in doing this, I am going to make two mistakes on purpose, so we can see how
00:50 to easily move keyframes around and delete unwanted frames.
00:54 So first, I am going to create a new layer above all the other layers and call it dontFeed.
00:58 Now I will select frame 100 of the dontFeed layer and insert frames.
01:05 Remember that you can do that by right- clicking and choosing Insert Frame or by
01:09 using the keyboard shortcut of F5.
01:12 When I scrub the Timeline, near the end of the frames you will see the Stage
01:16 update appropriately depending on what frame the playhead's on.
01:19 The Stage is of course empty from frames and 97 to 100, since there are
01:23 only blank frames here.
01:25 When I publish the movie, you'll see the little blip at the end.
01:29 We see four seconds' worth of animals, four frames' worth of blank frames, and
01:33 then back to frame one where the background image and elephant start the movie over again.
01:39 To get rid of those blank frames, I will click on frame 97 in the dontFeed layer,
01:44 then hold down the Shift key, and select frame 100, so I have all of those blank
01:49 extra frames selected.
01:51 Now I will right-click and choose Remove Frames.
01:56 So that's mistake one made and fixed.
01:59 Now I'll select frame 1 of the dontFeed layer and drag and drop a copy of the
02:04 Don't Feed The Animals sign from the library onto the Stage.
02:07 Now I said I wanted it to first appear on frame 72, so this obviously is not the
02:13 right frame in the Timeline to leave it at.
02:15 So to fix this, I will simply select the keyframe on frame 1 and then drag and
02:20 drop it to frame 72.
02:23 Frame 1 automatically gets a blank keyframe and then blank frames after that.
02:28 You may run into times where you want to copy and paste frames from one spot in
02:33 your movie to another spot, or maybe from a movie into another movie.
02:37 Let's do this with our animals. So I'll select frame 1 of the dontFeed layer,
02:42 hold down the Shift key so I can multiple select,
02:46 and then click on the last frame of the background layer.
02:49 Now I am going to right- click and choose Copy Frames.
02:52 I am going to open up a new blank FLA document.
03:01 And then on frame 1 of layer 1, right-click and choose Paste Frames.
03:06 And there, all of our animals are pasted into the new document.
03:09 I will save it as copied.fla in the end folder for this chapter.
03:14 So in the new movie, let's say I want to change when they Don't Feed The Animals! sign appears.
03:20 It's currently at the end of the movie and appears for 24 frames, or one second long.
03:26 I want it to appear at the beginning. So I can simply click once on the starting
03:30 keyframe, hold down the Shift key on the keyboard to multiple-select, and then
03:34 click once on the end frame.
03:36 With my frame span selected, I can drag it and drop it up and down the Timeline
03:41 and even to different layers.
03:42 I am going to drop it on frame 1, but notice what happened here.
03:50 Don't Feed The Animals appears on frame 1 all right and the blue highlighted
03:54 frames still show the number of frames I originally selected,
03:57 but the rest of the frames down to the end of the Timeline to frame 96 are now all filled in.
04:03 When those frames were at the end of the Timeline the frames stopped because they
04:07 hit the end of the Timeline at frame 96.
04:10 Now that it's in the new position, starting at frame 1, there is nothing to
04:14 stop those frames filling all the way down to the end.
04:17 So to keep the amount of time that the Don't Feed The Animals sign appears at
04:21 one second, we need to clear out frame 25 to the end.
04:26 So I could select frame 25 of the dontFeed layer, hold down the Shift key to
04:31 multiple-select, and click on frame 96.
04:37 Now, I will right-click and choose Clear Frames.
04:45 Flash inserts a blank keyframe for me on the first frame I want it to clear, frame 25,
04:50 and now the extra frames are also blank.
04:53 I am going to undo that change to show the difference between Clear Frames and
04:57 Remove Frames, which we saw just a few minutes ago.
05:00 So now, I'm going to reselect all my frames from 25 to 96, right-click, and
05:11 choose Remove Frames.
05:14 You can see now that we don't have any frames at all, blank or not, starting at frame 25.
05:19 I am going to undo that change.
05:22 I'm going to go back to just having blank frames, so I will right-click on frame
05:28 25 and choose Insert Blank Keyframe.
05:33 Now I can select frame 1 with the filled-in keyframe to frame 25 with the
05:37 blank keyframe and move those 24 frames of content around as I wish without
05:42 having any extra frames be added, since we have a keyframe defining the start of
05:46 the frame span and the end.
05:50 Sometimes with Timelines that get complex with lots of frames and keyframes that
05:54 you're copying and pasting and reversing and all sorts of things,
05:57 it can be easy to have extra frames where you don't want them or keyframes in
06:01 places that you don't expect.
06:03 Just remember that you can right- click on unwanted frames and choose to
06:06 clear frames to empty out the content, or you can remove frames to just
06:11 remove them completely.
06:13 Similarly, if you have a keyframe you don't want, you can get rid of that by
06:17 right-clicking and choosing Clear Keyframe.
06:20 Finally, if you want to change the position of existing keyframes to affect how
06:24 long content stays on the Stage, you just click and drag to keyframe.
06:28 For instance, I can move the frame that starts the Don't Feed The Animals sign
06:32 all the way back to the beginning of frame 1.
06:35
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5. Drawing Basic Shapes
Understanding the Merge and Object Drawing modes
00:00 There are two drawing modes available to you when using the drawing tools in
00:04 Flash: Merge Drawing mode and Object Drawing mode.
00:07 To demonstrate Merge Drawing mode, I'm going to start with a blank FLA document
00:11 in Flash and select the Rectangle tool.
00:13 In the Property inspector, I'm going to choose what color the outline or stroke
00:17 of my rectangle is going to be.
00:19 I'll pick black and I'll also choose a color for the fill. I'll pick yellow.
00:24 Before drawing a rectangle, let's make sure that we're using Merge Drawing mode.
00:29 So when you select a tool, the Properties area underneath the toolbar also
00:33 changes to show you more options available for that tool.
00:36 For our rectangle, we see a little icon that looks like a circle within a square.
00:41 This icon toggles between Merge and Object Drawing modes.
00:45 Merge Drawing mode is the mode selected by Flash as the default when you start a
00:49 new FLA, and you can see that the icon is kind of a light gray color.
00:54 If you click on the icon, it turns a darker gray and puts you into
00:57 Object Drawing mode.
00:58 We went Merge Drawing mode, so make sure the icon is the lighter gray color.
01:03 The difference between the light gray and the dark gray can admittedly be a little subtle,
01:07 so if you're not sure which one you've got, just draw a rectangle on the screen
01:11 by clicking and dragging.
01:12 Then use your Arrow tool and select the rectangle.
01:15 If your Property inspector shows that the selected object is a shape, then you
01:19 know you're in Merge Drawing mode.
01:21 If your Property inspector says a drawing object, you're an Object Drawing mode.
01:25 So Merge Drawing mode is basically for drawing ungrouped shapes.
01:29 This rectangle is really just a blob of color on the Stage that happens to be in
01:33 the shape of a rectangle.
01:35 So in Merge Drawing mode, the stroke or the outline of the shape is treated
01:39 separately than the fill.
01:40 I'm going to click once on the Stage to deselect and now if I click just once in
01:45 the middle of the rectangle, notice that only the fill is selected.
01:49 You can tell because it has that kind of stippled pattern of dots.
01:53 If I drag and drop the rectangle elsewhere on the Stage, only the fill goes.
01:57 I'm going to hit Ctrl+Z to undo that move.
02:00 Now, when I double-click on the rectangle, you'll see that both the fill and the
02:04 stroke are selected, allowing you to move both of them together.
02:08 It's a common mistake to click only once on a shape and select just the
02:12 stroke or the fill.
02:14 So try to remember that you have to click twice to get both the stroke and fill.
02:18 Now I'm going to click on the pasteboard to deselect the rectangle and approach
02:22 one of the edges of the rectangle with my mouse.
02:25 You'll notice how a small icon of a curved line appears.
02:28 When that's visible, you can change your rectangle shape by clicking and
02:31 dragging out the edge.
02:32 Similarly, if you approach a corner of your shape with the mouse, you'll see
02:36 a little angle icon appear, which allows you to click and drag the angles to modify.
02:41 If you select and move your fill away from your stroke, then deselect by
02:46 clicking the pasteboard, you'll see that this technique still works on both the
02:50 fill and the stroke separately.
02:52 I'm going to undo that change.
02:54 So here are a few behaviors that are unique to Merge Drawing mode, and it's
02:58 perhaps where Merge Drawing mode got its name.
03:01 In the toolbar, I'm going to click and hold down on the Rectangle tool and
03:05 you'll see the Oval tool hidden underneath that.
03:07 I'm going to choose the Oval tool and in the Property inspector, choose red for the fill.
03:12 This time we're not going to have any stroke,
03:15 so I'll choose the icon of a white rectangle with the red diagonal line across
03:19 it to indicate no stroke for my oval.
03:22 So I'll draw the oval and select and drag so it's positioned partially over the
03:27 yellow rectangle fill.
03:29 If I leave the red fill selected, I can just continue moving it around.
03:33 However, when I place it over the yellow, then deselect by clicking on the
03:37 pasteboard, now I'm going to select and move the red fill again.
03:41 You can see that the red kind of cut its shape out of the yellow.
03:46 This behavior can be useful or annoying depending on what you're trying to do,
03:50 so try to remember that this is how shapes drawn in Merge Drawing mode behave.
03:53 There's kind of an opposite behavior as well.
03:56 I'm going to select my circle and in the Property inspector change the fill
04:00 color from red to the same yellow as the rectangle.
04:04 Now I'll move the circle over the rectangle and deselect everything by
04:08 clicking on the Stage.
04:10 Now when I select the yellow fill, you'll see that the two shapes have been
04:13 merged or fused together.
04:16 If you want to be able to move all of your shapes on the screen as a unit, you
04:19 can Select All, which is Command+A or Ctrl+A on your keyboard, and then go to
04:24 the Modify menu and choose Group.
04:27 You could also hit Command+G or Ctrl+G on your keyboard to group.
04:31 Now when you select any of the shapes, you select the whole group, and
04:35 indeed, the Property inspector no longer shows that we've got a shape here;
04:39 instead, we've got a group.
04:41 You can move the group around as you wish, and then you can even double-click on
04:44 the group to step inside the group to edit the individual shapes.
04:48 Notice how above the Stage it says Scene 1 and then Group.
04:53 Your shapes behave just the way that they did before they were grouped.
04:57 You can now move them around individually, and so on.
04:59 I'm going to undo that change.
05:01 When you're done, just be sure to click on Scene 1 to step back out of the group.
05:06 Ungrouping the shape is just as easy.
05:09 You just select your Group and then go to Modify and Ungroup.
05:13 So that was Merge Drawing mode.
05:15 Object Drawing mode draws shapes on the Stage where the stroke and the fill
05:18 aren't able to be individually selected.
05:21 It's similar to a group in that shapes our already kind of stuck together for you.
05:26 To demonstrate, I'm going to choose the Oval tool again, and in the Property
05:29 inspector make the fill blue and the stroke black.
05:32 So let's make sure they we're using Object Drawing mode.
05:36 So in the area underneath the toolbar, I'll click on the Drawing mode toggle
05:39 button to make it turn to darker gray, and then that puts us into Object Drawing mode.
05:44 I'm going to draw two circles on the Stage, and when I do, notice immediately in
05:49 the Property inspector that we're looking at drawing objects, as opposed to a
05:53 shape like you get with Merge Drawing mode.
05:56 Also notice that my selected drawing object has this rectangle around it to
06:00 indicate that it's a drawing object;
06:02 shapes don't have that.
06:04 When I use my Arrow tool to click and drag the circle around, notice that the
06:08 stroke and the fill move around together.
06:10 You can't select either one of them separately like you can with Merge Drawing mode.
06:14 Notice also that when I use the Arrow tool to move one circle on top of the
06:18 other, click on the pasteboard to deselect everything, and then move the second
06:22 circle away, both circles remain their own discrete shapes.
06:26 If this were Merge Drawing mode, the two circles would have fused together or
06:29 cut each other out depending on the color.
06:31 So you can see how Object Drawing mode really lives up to its name.
06:36 Each shape you draw is its own individual object of sorts, unaffected by others
06:40 on the same layer, as Merge Drawing mode shapes are.
06:43 With drawing objects, I can still click the pasteboard to deselect and then
06:48 approach the side of the circle with the mouse and the little icon of the
06:52 curved line appears.
06:54 I can drag the edge of the shape out to modify it, just like we did in
06:57 Merge Drawing mode.
06:58 You can further edit your drawing objects by double-clicking on them to step
07:02 into them, as I'll do now.
07:04 Notice how at the upper-left of the Stage it now says Scene 1 and then Drawing Object.
07:09 Additionally, the other items on the Stage look faded out since they're back up
07:14 on the main Timeline.
07:15 While stepped into the drawing object, I'll select the fill of the circle and
07:19 look in the Property inspector.
07:21 It says Drawing Object;
07:23 however, the behavior is really that of simple shapes.
07:26 I can select the fill individually and move it away.
07:28 I can move the fill on top of some of the stroke, and then click the
07:32 pasteboard to deselect.
07:34 And now when I move the fill away, you'll see that the stroke that was covered
07:37 up is now cropped off.
07:39 Indeed, our items on the screen here are behaving like shapes.
07:43 So I'm going to click Scene 1 to return to the main Timeline, but you can see
07:47 that really what Object Drawing mode is doing for you is grouping the fill and
07:50 the stroke of a shape for you automatically when you draw the shape.
07:54 This is a little different than grouping a shape together with Ctrl+G, as we did
07:58 before, since grouping items on the screen simply allows you to move them around as a group.
08:04 A drawing object, in essence, groups stuff together, but you can still modify
08:09 the outlines by deselecting everything by clicking on the pasteboard and then
08:13 approaching the edge of your shape.
08:15 I can also still change the fill and the stroke.
08:19 If you find yourself wanting a drawing object to behave more like a merge
08:23 drawing object after you've created it, simply select the shape, right-click,
08:28 and choose Break Apart.
08:30 Now when you click on either the fill or the stroke, the Property inspector
08:34 shows that you're working with shapes.
08:37 You can also go the other way with merge drawing objects or shapes that you want
08:41 to change into drawing objects.
08:43 I can go to Modify > Combine Objects, and then Union.
08:48 Now when I click on the shape, in the Property inspector, it says
08:51 Drawing object, not Shape.
08:54 So we've seen that Merge Drawing mode essentially results in shapes being drawn
08:58 on the screen with the fill and the stroke separate.
09:00 Merge drawing shapes can kind of cut each other out or fuse together,
09:04 depending on the color.
09:06 Object Drawing mode is more of a convenient way to have the shape's stroke and
09:09 fill grouped together for you when you draw the shape.
09:13
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Using the Line and Pencil tools
00:00 The Line and Pencil tools both allow you to draw simple lines in Flash
00:04 when creating graphics.
00:06 With a blank FLA document open I'll start with the Line tool by selecting the
00:10 icon with the line on it in the toolbar.
00:12 Both the Pencil and the Line tool can create lines in Merge or Object Drawing
00:17 mode. And for this demo I want to be in Merge Drawing mode,
00:20 so I'll just make sure that the Drawing mode button at the bottom of the toolbar
00:24 is the lighter gray instead of the darker.
00:26 In the Property inspector you will see all the options that we can set for the
00:30 line before we draw it.
00:31 Near this icon of the pencil you can change the color of the stroke of the line
00:35 by clicking the color chip and choosing from the color picker.
00:38 I am just going to leave mine at black.
00:40 Notice that when I click on Fill, nothing happens, which makes sense; since we are
00:44 drawing a line there is no fill.
00:46 So 1 for the Stroke thickness and Solid for the Style will give is a thin solid
00:52 line when I click and drag to draw a line.
00:54 I will change the style to it Dashed and type in 2 for the Stroke, and now when
01:01 I click and drag to draw another line, you can see we get a slightly thicker dashed line.
01:06 The higher the stroke number, the thicker the shape stroke is going to be.
01:09 Notice that you can also click this second icon of a pencil to create a
01:13 customized line style.
01:15 In the Type dropdown, you can choose between the different types of lines, and
01:20 when you do, options for each one are presented underneath.
01:23 So I could look at Dotted or Stipple or Hatched.
01:29 I'll choose Ragged and I can play with the Pattern, I can play with the Wave
01:37 height--I will just leave it at Flat-- and I can play with the Wavelength.
01:43 You can also change the thickness or you could give it sharp corners.
01:48 The options are different for each kind of line in that Type dropdown.
01:52 For now I am just going to click Cancel.
01:53 So I am going to make sure that my Line style is back to Solid, so we can see
01:58 the options in this Scale dropdown.
02:01 This option allows you to control how objects will appear in the Flash player
02:05 when they're scaled.
02:06 If you choose Normal and draw a line on the Stage and then scale it up, the
02:10 stroke will scale with the shape.
02:12 For instance, if you have a line with a Stroke of 1 and you scale it up
02:16 multiple times bigger, the stroke will also increase in height or thickness.
02:21 If you choose None, the stroke will stay the same thickness no matter how big
02:25 or small you scale it.
02:26 Horizontal only adjusts the Stroke thickness when an object is scaled
02:29 horizontally, and Vertical only adjusts the stroke when the object is scaled vertically.
02:34 You can see all of this in action if you open the file called lines.swf in the
02:38 exercise files for this chapter.
02:40 This has two line segments in it: one drawn with normal scaling and the other with none.
02:45 If I scale my SWF bigger and smaller, you will see that the line with the Normal
02:50 setting gets bigger and smaller as I scale.
02:54 The line with none always stays the same thickness.
02:58 So back in Flash I am going to leave the Scale dropdown at Normal.
03:02 Hinting places anchor points at exact pixels.
03:05 When you're drawing a line if the end of the line is halfway between 2 pixels,
03:10 Flash will automatically snap it to the nearest pixel.
03:13 This is so that you don't drop anchor points in between pixels.
03:16 That could render blurry in the Flash player.
03:19 So I'll leave Hinting checked.
03:20 Cap determines how a stroke will look when it ends.
03:24 The end can have a rounded tip or a square one.
03:27 Join determines how a stroke will look when one line segment connects with
03:30 another line segment.
03:32 So for Join, you can choose to round lines, bevel them, or set the miter.
03:36 I am going to leave the default of Round.
03:38 So now I'm going to draw another line and as I click and drag, I am going to
03:42 hold down the Shift key on the keyboard and as I drag around, you can see that
03:47 it constrains the line to straight lines and I can go all the way around here
03:51 45 degrees at a time.
03:53 Using Arrow tool, you can of course move your line around the Stage as you'd like.
03:57 Using your Arrow tool, you can also approach the edge of the edge of the line
04:00 with your mouse and you will see the little icon of a curved line appear.
04:04 With that icon visible, I can click and drag on the line and modify the curve of
04:08 it any way that I want.
04:11 So now I am going to press Ctrl+A on my keyboard or Command+A on a Mac to select
04:15 all our lines and hit Delete to get rid of them.
04:18 Now we will switch to the Pencil tool by selecting the icon of the pencil in the toolbar.
04:23 The Pencil tool allows you to draw freeform lines and there are not that many
04:27 settings available for it.
04:28 In the Property inspector you'll see that you can change the color of the line
04:32 and also leave mine at black.
04:34 The options in the Properties panel are pretty much the same as they were for
04:38 the Line tool in regards to the stroke thickness, the style, and so on.
04:42 I am going to give mine a stroke of 1.
04:44 What I'd like to call your attention to is the area at the bottom of the
04:47 toolbar where we see an additional option for the Pencil tool, and that's the Pencil mode.
04:53 This basically allows you to choose to have Flash smooth your drawing or not.
04:57 So I will choose Ink and I'll draw a spiral, and I will kind of shake my hand as I draw it.
05:02 And you can see that it's not very smooth, because I'm drawing with the mouse.
05:06 It's hard to draw with the mouse.
05:07 Now I am going to change to Smooth and draw another spiral, and this one is a
05:12 little bit smoother.
05:13 Flash takes the lines and makes them less wrinkly with their flows and curves.
05:17 Finally, choosing Straighten and drawing a spiral does a similar thing to smooth;
05:24 it kind of straightens the lines out.
05:27 In any case, if you hold down the Shift key on your keyboard as you draw a
05:31 line with the Pencil tool, Flash constrains the line to a straight line,
05:36 perfectly straight.
05:37 So the Line tool and the Pencil tools give you some easy ways to draw lines in
05:41 Flash, with a good amount of control over the thickness, pattern, and other
05:45 attributes of the lines.
05:47
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Drawing with the Rectangle and Oval tools
00:00 Let's explore the Rectangle and Oval tools.
00:03 I'm just going to be using a blank FLA document to demonstrate.
00:07 The Rectangle and Oval tools are both located in the toolbar, but there are a
00:11 number of tools grouped together in one spot hidden underneath each other.
00:15 When there is multiple tools hidden behind another, it's indicated by this tiny
00:19 little arrow on the lower right-hand side.
00:22 To choose which tool you want, simply click and hold down your mouse to open
00:26 up the flyout menu.
00:27 So I'm going to start with the Rectangle tool, and we want to make sure that
00:30 we're using Merge Drawing mode.
00:32 So in the tool option area at the bottom of the toolbar I'll make sure that the
00:36 Drawing mode button is the lighter gray as opposed to the darker gray.
00:40 So you can see in the Property inspector the different options that we have
00:43 for the Rectangle tool.
00:45 I could change the color of the fill and the stroke here.
00:47 So I'll click on the color chip to open up the color picker and choose a yellow fill.
00:53 The same color picker is available for the stroke, but I'll just leave it at black.
00:57 You can change the thickness of the stroke by increasing the number here.
01:00 You also have some different choices for the style of the stroke, like a dashed
01:05 or a dotted line, as well as options for the Cap, Scale, and Join that we saw for
01:10 the Line tool previously.
01:11 There is also this Rectangle Options area, and we'll look at that in a moment.
01:15 For now I'm just going to draw a rectangle.
01:17 I'm keeping my mouse pressed down as I draw, and notice how the width of the
01:21 rectangle can be a different dimension than the height of the rectangle.
01:24 If I hold down the Shift key while drawing the rectangle, the dimensions
01:27 are constrained relative to each other so we get a perfect box instead of a rectangle.
01:33 I'm going to hit Ctrl+Z to erase that shape, and as I draw another, you'll notice
01:37 that it draws out from the corner.
01:40 If I hold down Alt or Option on the Mac, it draws out from the center.
01:45 So I'll delete that rectangle as well, and now let's take a look at what we have
01:49 in the Rectangle Options area in the Property inspector.
01:53 These settings affect the corner radius of the rectangle.
01:56 You can either use the slider or you can type in a value.
01:59 I'm going to bump this up to a bigger number, like 10, and now when we draw a
02:04 rectangle, you see that we get nice rounded corners.
02:07 You can also have a negative corner radius as well.
02:10 I'll just drag the slider over to a negative number and draw a rectangle and you
02:14 can see that the corners are kind of inverted.
02:17 You don't have to have all the corners match.
02:19 I'm going to change my corner radius to 20 by typing it in.
02:24 Now I'm going to click on this Lock Corner Radius icon so the values of all four
02:29 corners aren't tied together anymore.
02:31 Now I'll change the radius for the upper-left corner to 5 and now when I draw
02:36 my rectangle, you can see how indeed the upper- left corner is not as rounded as the others.
02:41 Once you have a shape on the Stage, it's really easy to change the color of the
02:45 fill and the stroke.
02:46 Using my Arrow tool, I'm going to double-click on one of my rectangles.
02:49 Remember that if you click only once, you select just the Fill.
02:52 If you click twice, you get the fill and the stroke.
02:56 Now over in the Property inspector, I can click on the color chip next to the
02:59 icon of the paint bucket and change the fill color of my rectangle by picking
03:03 from the color picker. I'll choose blue.
03:06 Likewise, I can open the color picker next to the pencil icon and change the
03:10 stroke color of the rectangle.
03:12 You could also just type in a hexadecimal value here.
03:15 I'll type in FFFF00 to get yellow.
03:20 You can do that for any shape you draw on the Stage, not just rectangles, and
03:24 it doesn't matter whether it's Merge Drawing mode or Object Drawing mode.
03:28 So you have a fair amount of control with the Rectangle tool, and the Oval
03:31 tool is pretty similar.
03:33 So I'm going to use my Arrow tool to click and drag around all the rectangles on
03:36 the screen and delete, and
03:38 now from the flyout menu, under the Rectangle, choose the Oval tool.
03:42 So the options for color, stroke thickness, the style of the stroke, and so on
03:46 are just like the Rectangle tool.
03:48 I'm going to make my stroke to be black.
03:51 And just like the Rectangle tool, I can draw my oval out on this Stage.
03:55 If I hold down the Shift key as I draw, my shape is constrained to a perfect circle.
04:00 And just as before, I can drawn my shape out from a corner or if I hold down the
04:04 Alt key or the Option key on the Mac, then it draws out from the center.
04:08 I'm going to get rid of these ovals so we can take a look at that Oval Options
04:12 at the bottom of the Property inspector.
04:15 So let's start with Start angle.
04:17 You can use this slider or type in a value. I'll put 90.
04:20 When I draw the oval you'll see that the angle the shape starts with is affected.
04:25 We've got a 90-degree angle here.
04:27 So I'm going to set that back to 0 and now I'm going to change End angle to 90.
04:32 Now when I draw a circle, this time we've also got 90 degrees, but you can see
04:36 it's kind of the opposite 90 degrees of before.
04:39 I'll slide the End angle value up a little bit more and draw another shape so
04:44 you can see which direction the angle is moving in.
04:46 So I'm going to delete these circles and with the Oval tool selected again, I'm
04:51 going to hit the Reset button in the Oval Options area to set everything back to 0.
04:57 Let's try the Inner radius.
04:59 I am going to make it at least 30, and draw a circle, and you can see now we've
05:04 got a donut machine.
05:06 So I'm going to reset everything to 0 once again, and now I'm going to
05:09 uncheck the Close path box.
05:11 I'm going to type in 90 for the Start angle and this time when I draw my circle,
05:16 I get just that outline of the circle, but not the line for the angle.
05:20 So the Rectangle and Oval tools are very similar, and that's why they're grouped
05:24 together in the toolbar.
05:26 The settings for both can be easily changed in the Properties panel, and you can
05:30 use the keyboard shortcuts mentioned earlier to control the relative dimensions
05:34 and origin point of each shape.
05:37
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Drawing with the Rectangle and Oval Primitive tools
00:00 The Rectangle and Oval Primitive tools are almost identical to the Rectangle and
00:05 Oval tools, but with one important difference.
00:08 Let's start with the Rectangle tool.
00:10 I'll be working in a blank FLA document here.
00:13 So, if I select the Rectangle tool, and draw a Rectangle, well, there it is.
00:18 It's been drawn with the Options that we set here in the Properties panel.
00:21 What the Rectangle Primitive tool allows you to do is change the setting in the
00:25 Rectangle Options Area after the shape is drawn?
00:29 So I'll select the Rectangle Primitive tool which is just in the flyout menu
00:33 with the Rectangle Oval and other tools.
00:36 Notice that all the settings are the same as the Rectangle tool:
00:39 Color, Stroke, Stroke Style, and so on.
00:42 I'll just draw a Rectangle Primitive on my screen, and you'll notice that it has
00:45 these 4 points on the corners.
00:48 Now, I can go to the Rectangle Options Area and move the slider up to increase
00:52 the Corner Radius and make the corners more rounded or down to give the corners
00:57 what I call an Inverted Radius.
00:59 And that's really the difference between the Rectangle and Rectangle Primitive tools.
01:04 With Rectangle Primitive, you can change the Corner Radius after you've drawn
01:08 the shape, but with the Regular Rectangle you can't.
01:11 The do Oval Primitive tool is similar I'll just choose the Oval Primitive tool
01:15 here, and you'll notice again that all the settings in the Property inspector
01:19 are just like the settings for the Oval tool.
01:21 Now I'll draw an Oval Primitive Shape, and now that it's drawn I can move the
01:26 slider for the Start angle, the End angle and the Inner radius and have the Oval
01:31 on the Stage update accordingly.
01:33 I can also uncheck the Close Path checkbox and slide say the Start Angle
01:38 slider and see just the outline of the circle and not angle within as I drag the slider.
01:44 So Rectangle and Oval Primitives are not merged drawing mode Shapes or Objects
01:50 drawing mode shapes.
01:51 They are Rectangle and Oval Primitive Shapes using my arrow tool when I click on
01:55 the Rectangle Primitive Shape, you'll see that it says Rectangle Primitive in
02:00 the Property inspector.
02:01 If you double-click on a Primitive Shape to edit it like you would an
02:05 Objects drawing Shaped.
02:06 Flash gives you a warning that to edit it, you must convert it to a Drawing Object.
02:11 I'll OK and Flash converts it to a Drawing Object.
02:15 Notice now on the upper-left of the screen we stepped from the main Timeline as
02:19 indicated by scene 1 down into a Drawing Object.
02:23 If I click Scene 1 to return to the main Timeline, you'll notice that the
02:27 Property inspector confirms that our selected Shape is now a Drawing Object.
02:31 And notice that I can't change the Corner Radius anymore.
02:35 So the Rectangle and Oval Primitive tools can be really useful.
02:38 If you're a drawing something in Flash and need to be able to change the Shape
02:42 after you've drawn it.
02:44 Just remember that they're located in the flyout menu with the Rectangle and Oval tools.
02:49 So remember that, if you're looking for them and you don't see them in
02:51 the toolbar right off.
02:53
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Creating shapes with the PolyStar tool
00:00 The Polystar tool allows you to draw stars or polygons, and there are some
00:04 settings that you can adjust before you draw a shape to effect what the end shape looks like.
00:09 I'll be working in a blank FLA document here to demonstrate.
00:13 If you click and hold the flyout menu with the Rectangle, the Oval tool, the
00:17 Rectangle Primitive, and the Oval Primitive tool, you'll find the Polystar
00:20 tool at the bottom.
00:21 Before drawing, I'm going to make sure that we're in Merge Drawing mode,
00:24 so the Drawing mode icon here at the bottom of the toolbar should be the lighter
00:28 gray as opposed to the darker gray.
00:30 The options in the Fill and Stroke area are the same as the Rectangle, Oval, and
00:35 Rectangle and Oval Primitive tools.
00:36 You can set things like the color of the fill and the stroke, the width of the
00:40 stroke, the style of the stroke, and so on.
00:43 In the section called Tool Settings you'll see this button called Options.
00:47 When I click a tool settings pop-up appears. In the Style dropdown, you can
00:51 choose to draw a star or a polygon.
00:53 And I'll start with the polygon.
00:54 I want to draw a hexagon, so in the Number of Sides box, I'll type 6. Even though
00:59 Star point size appears here,
01:01 it isn't relevant to Polygons so you can just leave it at the default.
01:04 I'll click OK, and now I can draw out my polygon.
01:07 I am going to draw out a second polygon and notice that as I rotate the shape
01:11 around, if I push the Shift key on the keyboard, Flash will line up the shape so
01:15 that either one of the points is pointing straight down or one of the edges is
01:19 aligned perfectly straight on the bottom.
01:22 So to draw a star, I'll click on the Options button in the Property inspector again,
01:26 and this time, under the Style dropdown, choose Star.
01:28 I am going to type in 5 for regular old 5-pointed star. Star point size refers to
01:34 how deep the angles between the points are.
01:37 I'll type in 0.10 here and click OK.
01:39 Now I'll draw the star to show what that looks like. So here's our 5-pointed
01:44 star and I'll click Options again and this time change the Star point size to 2.90.
01:50 I'll click OK and draw another star.
01:52 And you can see what the difference that the Star point size setting makes.
01:56 Back in the Options again, Star point size can only have a value between 0 and 1,
02:02 and Flash will correct the size if you try a number outside of 0 and 1.
02:05 So I am going to change my star so that it has 10 sides and I am going to type
02:09 in 2 for Star point size.
02:11 I am going to draw my 10-pointed star and then when I click Options again,
02:16 you can see that Flash rounded the Star point size down to 1, since 2 is above the allow limit.
02:22 So the Polystar tool is an easy way to draw polygons and stars that otherwise
02:27 would probably take you a long time to create using the other drawing tools.
02:31 Just remember that this is one of the five tools grouped together,
02:34 so open the flyout menu in the toolbar to find it, if you don't see
02:37 it immediately.
02:39
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Manipulating items with the Free Transform tool
00:00 The Free Transform tool allows you to take objects on the Stage and easily
00:04 affect things like their scale, skew, and rotation.
00:07 I am going to be using a file called transform.fla from the exercise files for this chapter.
00:13 So I'll select the rectangle on the screen and now choose the Free Transform
00:17 tool, which is the 3rd tool from the top in the toolbar.
00:21 It's in the same flyout as another tool called Gradient Transform,
00:24 so be sure you choose the correct one.
00:27 You could also press Q on your keyboard instead of choosing the tool out of the toolbar.
00:31 So you notice that a bunch of handles appear on the object indicating that we can change it.
00:36 I'll drag the handle at the top to scale up and down, and notice that the bottom
00:40 of the image is anchored.
00:41 You could it even scale it so far that it flips over, like this.
00:45 You can also scale from the middle instead of the bottom, if you hold down Alt
00:49 or Option while you scale.
00:50 So you can of course also drag the handles on the sides or the bottoms to scale
00:55 horizontally or from the bottom.
00:58 You can also use the handles on the corners.
01:01 Notice how my mouse turns into a double- headed arrow as I hover over one of the corners.
01:06 So I can scale horizontally and vertically separately or at the same time.
01:10 I am going hold down Shift to keep the width and height proportionate to
01:14 each other as I scale.
01:17 You can also rotate objects.
01:19 If you use your mouse to approach one of the corner handles, you'll see the
01:22 curved line with an arrow on it.
01:24 Now I am going to Click+Drag to rotate the shape.
01:27 If you hold down the Shift key, Flash will constrain the rotation to 45-degree angles.
01:35 To skew an object, approach one of the sides with your mouse, and notice the icon
01:40 of two lines that look like they're going opposite of each other.
01:43 You can now skew your object vertically or horizontally.
01:47 Transformations occur based on the transformation point, which is indicated
01:51 by the white circle.
01:52 If I move the transformation point up and scale the shape you can see the
01:56 scaling is happening around that point.
01:58 You can really tell the difference when I rotate the object.
02:03 For really granular control, you might like the Free Transform panel.
02:07 I am going to make sure my rectangle is still selected and then go to Window
02:11 and then Transform.
02:12 Notice also, there's a keyboard shortcut of Ctrl+T or Command+T. Here you can
02:17 see control points for the scale, rotation and skew of my object.
02:21 And this can be really useful if you want to be very precise about how much are
02:25 transforming the object.
02:27 So here when I change my Scale and I am going to change may Scale vertically.
02:32 Of course, I can change the rotation and the skew.
02:38 You can also use this handy Reset button to change your scale percentage back
02:45 to where you started.
02:46 Or you could also just type in a number.
02:49 So the Free Transform tool can be used to scale, rotate, and skew objects,
02:53 whether they are shapes you've drawn or object you've imported into Flash.
02:56 You'll probably be using it a lot, so I recommend memorizing the keyboard
03:00 shortcut of Q so you can simply select your object can quickly get the Free
03:04 Transform tool going.
03:06
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6. Beyond Basic Shapes
Painting with the Deco and Spray Brush tools
00:00 The Deco tool offers some pre-built artwork that you can incorporate into your Flash pieces.
00:05 It's located in the toolbar under the Brush tool and looks like a pencil with
00:09 maybe some stars coming out.
00:11 So when you select the Deco tool, you'll notice in the Property inspector this
00:15 area called Drawing Effect.
00:17 Open up this dropdown and you'll see all the different kinds of pre-built
00:20 drawings that the Deco tool can create.
00:23 The options for each one are different, so we're going to just take a look at a few of them.
00:26 We'll start with the Building Brush.
00:28 When I click and drag on the screen, I get a randomly selected building.
00:35 Under Advanced Options in the Property inspector, I could choose Skyscraper 1
00:40 from the dropdown and now draw only that one style of skyscraper.
00:44 Changing Building Size to 5 makes the size of the building bigger.
00:50 So I'll hit Ctrl+A on my keyboard to select all the buildings and hit my Delete
00:54 key, and now under Drawing Effect, choose Decorated Brush.
01:00 The default under the dropdown in Advanced Options is Step Wave, so let's try
01:04 that out. Okay, that's pretty cool.
01:07 So, now let's try Mayan and now Music Notes.
01:15 So this could be a cool way to create some easy patterns or borders in Flash and
01:20 note of course that you can change the color, pattern size, and pattern width for
01:24 the different patterns.
01:25 So I'll Undo or Command+Z or Ctrl+Z out of all of these things on the screen, and
01:30 now let's try the Fire Animation.
01:34 So we have some options here. For instance, this is going to be an animation and
01:38 we can change it to be more or less than 50 frames long if we want to.
01:43 We can also change the color of the fire in the fire color.
01:46 And I think the defaults are just fine, so I'll click on the screen.
01:51 We'll see Flash draw out 50 frames' worth of flames, and notice they are actually
01:55 keyframes, because the content on each one is different. You can tell when you
01:58 scrub your playhead.
01:59 I am going to zoom in and click on some of the fire, and you can see looking in
02:07 the Property inspector that we've got groups of shapes here. Clicking on
02:11 different keyframes in the Timeline, we see that each keyframe contains different groups.
02:16 If I double-click to step into any one of those groups, I'll select what's inside
02:20 and we can see in the Property inspector that it's a shape.
02:24 So Flash has done a lot of work here drawing all these shapes and grouping them together.
02:28 I'm going to click Scene 1 to go back to the main Timeline and then choose Fit
02:32 in Window so we can see the whole Stage again.
02:34 Now I'm going to hit Ctrl+Enter to check out what the animation looks like, and
02:39 that's a pretty cool fire effect.
02:42 Now I'm going to open apple.fla from the exercise files from this chapter to
02:47 explore the Deco tool and the Spray Brush tool in conjunction.
02:50 There is nothing on the Stage here, but there will be soon.
02:55 So I'm going to select the Deco tool and now choose the Tree Brush.
03:01 Notice that you can draw an Aspen Tree, an Apricot Tree, an Ash Tree, even some
03:05 vines and different kinds of evergreen trees. You have a lot of options here.
03:09 Now I'm going to choose the Orange Tree.
03:12 You can even change the color for branch, leaf, and flowers, and I'm actually
03:16 going to leave these at their defaults because even though this is an orange
03:19 tree, I'm going to make it an apple tree.
03:21 So I'm going to draw my tree, and the longer I hold the mouse down at the top, the
03:25 more branches I get, so you can experiment with how this works.
03:29 So our apple tree is going to have a profusion of apples, so many that they're
03:33 going to be just falling on the ground.
03:34 I'm going to use the Spray Brush tool to draw those apples.
03:38 The Spray Brush tool is under the Brush tool, just above the Deco tool. So I'll
03:42 click and hold the Brush tool to open the flyout menu.
03:45 There is my Spray Brush tool.
03:47 So notice that in the Property inspector it says Spray and then no symbol.
03:52 The Spray Brush tool is basically asking us to tell it what image we want to use
03:56 to spray on the screen.
03:57 If you don't define any--I'm just going to click and drag to spray--you get a
04:01 series of black dots sprayed on the screen like spray paint.
04:03 I'm going to undo that change and now click in the Library tab to open up the library.
04:10 Here we have a symbol that contains an apple.
04:13 We haven't covered what symbols are quite yet, but for now know that it's a
04:16 reusable graphical asset.
04:18 I'm going to go back to my Spray Brush tool and in the Properties panel choose
04:24 Edit. Now I'm going to tell Flash that I want to use the apple symbol.
04:28 So we'll leave the Scale width and Scale height at 100%.
04:32 If you change these, it would scale the width or height of the apple up or down,
04:36 which I don't want to do since that would distort the Apple. I'll make sure that
04:40 these three checkboxes here are unchecked.
04:43 We'll work with them in a minute. And in the Brush area, I'll make sure that Width
04:46 is 0, Height is 10, and Brush angle is 0.
04:51 Now I'll click and drag to spray some apples onto the ground under our orange
04:55 tree that's really an apple tree.
04:57 You'll notice that those apples are all pretty close together. If I change the
05:01 Height to 90 and spray again, you'll see that the apples are spread within a 90-pixel swath.
05:07 I'm going to create a third set of apples and this time check the Random scaling
05:12 and Random rotation boxes.
05:14 This time when I spray, you can see that the apples are randomly scaled bigger
05:18 and smaller and they're also randomly rotated.
05:21 So, the Deco tool is a fun way to experiment with different kinds of pre-built
05:25 graphics, and the Spray Brush tool is a good way to put lots of copies of a
05:29 particular image on the Stage in different ways.
05:32 There are lot of choices between both of these tools, so I encourage you to take
05:35 a few minutes and check out the options that interest you most.
05:39
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Using the Paint Bucket and Ink Bottle tools
00:00 The Paint Bucket and the Ink Bottle tools are easy ways to help you change the
00:04 color of fills and strokes of artwork that you have in Flash.
00:08 In the exercise files for this chapter, we have a file that has two instances of
00:13 the Roux Academy logo that are a little bit different from each other and then
00:17 one instance of the kinetEco logo. So first I'm going to zoom in to 200%.
00:21 I'm going to choose the Paint Bucket tool from the toolbar.
00:27 In the Property inspector, I'll click once on the color chip for the fill color
00:31 to open the color palette, and I'm going to select this special yellow color
00:35 that I loaded into the color picker that goes with the color scheme for the
00:39 Roux Academy brand.
00:41 Now I can simply click on parts of the fill to change the color.
00:44 I'm going to change all these leaves to yellow.
00:47 Now there are some useful options for the Paint Bucket tool. Look in the toolbar
00:52 underneath all the tools and we'll see the option for Lock Fill.
00:56 We're going to address this in the movie about gradients, so we'll skip it for now.
01:00 We're going to look at Gap Size.
01:02 Gap Size is good for when you want to change the fill of something but there's
01:06 a gap in the outline.
01:08 We have an example of this on the kinetEco logo.
01:11 If we wanted to fill in the spaces between the circles, there are some pretty
01:14 big gaps there. So I'm going to zoom in a lot, to 1600%, using my keyboard
01:20 shortcut of Command or Ctrl and then plus sign.
01:23 Then I'm going to select my Paint Bucket tool and I'm going to change the fill
01:27 color to the correct green color for that kinetEco logo.
01:32 In the Gap Size dropdown, I'm going to tell Flash that we want to close the
01:35 small gaps, so ignore the gap in the line. I'm going to click, but nothing
01:40 happens, so the gap must be bigger than what Flash considers a small gap.
01:45 So, I'll open up my dropdown and jump to Close Large Gaps.
01:49 I'm going to try again, but once again it doesn't work. And that's the way that
01:54 the close gaps work.
01:56 Small, medium, and large gaps are not a particular pixel amount; they're just kind
02:01 of relative to what's going on on the screen.
02:04 If I zoom out to 800% and then try filling the space again with the Paint Bucket
02:08 tool, suddenly it works. So I can fill on the other lines as well.
02:14 This one I didn't feel in quite the way that I like, but the point is that
02:17 the gap is too large a gap at 1600% but not at 800%. So gaps being too large
02:23 or small relative to the zoom level may seem counterintuitive, but it's the way Flash works.
02:28 So, I'm going to zoom back out to 200% and move on to the Ink Bottle tool, which
02:33 works similarly to the Paint Bucket tool. Click and hold down the paint bucket
02:38 in the toolbar, and you'll see the Ink Bottle tool hidden underneath it.
02:42 In the Property inspector, I'm going to click on the color chip to open up
02:46 the color picker and choose that Roux Academy yellow again. And on the logo
02:50 I'm going to click on the stroke that's around the outside of the circle to apply the color.
02:56 For some reason, Flash is treating the stroke as two separate pieces and that
03:00 happens sometimes as you work with shapes. It's easy enough to fix. I'll just click
03:04 on the little piece of stroke that's still blue and change it to yellow.
03:07 You may notice that if you have the bottle or the top part of the ink touching
03:11 the stroke, it won't work; you have to have the very end of the ink spilling out
03:16 of the bottle touch the stroke to actually make the color change, like this.
03:21 So here's kind of a special thing.
03:23 The Roux logo on the right side has no stroke.
03:27 If I use my arrow tool to click on the blue background, you'll notice in the
03:31 Property inspector that it shows the blue for the background, but the stroke
03:35 shows a gray box with a red line through it.
03:38 This means that there's no stroke.
03:40 The background is also a shape, as it says in the Property inspector. So being, we
03:45 can first use our Arrow tool to click the pasteboard to deselect.
03:49 Now I'm going to choose the Ink Bottle tool.
03:52 I'm going to change the color to a light blue, specific to the Roux brand, so it's this one.
03:59 And I'm going to click on the edge of the dark blue circle, and you'll see that
04:03 Flash draws the stroke for us.
04:06 So the Paint Bucket and the Ink Bottle tools are easy ways to update the fill
04:10 and the stroke of objects on your Stage. Just remember that they're stacked on
04:14 top of each other in the toolbar.
04:16 From there, you simply have to pick the color you want to apply and click on the
04:20 fill or the stroke on the Stage that you want to change.
04:24
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Cleaning up with the Eraser tool
00:00 The Eraser tool offers you a lot of different ways to erase selections on the screen.
00:05 You actually have a lot of power in terms of modifying only the parts of the
00:08 screen that you want.
00:10 I've opened the file called erasing.fla, in the exercise files for this chapter.
00:14 And you'll see that we've got a large size version of the logo for The Roux
00:18 Academy of Art, Media, and Design.
00:20 So, I'm going to select the Eraser tool from the toolbar, which is in between
00:24 the eyedropper and the Hand tool.
00:26 You'll notice that the bottom of the toolbar that we have three settings that we
00:30 can change for the Eraser tool: Eraser mode, Faucet, and then Eraser Shape.
00:35 We'll talk about Faucet in just a minute.
00:37 For now, for my Eraser Shape and Size, I'm going to choose a smallish square size.
00:43 For Eraser mode, I'm going to start with Erase Normal. And the eraser with these
00:49 settings works probably like you expect.
00:51 It just erases everything that I drag it over.
00:55 However, you might have noticed that none of the words in the ring that says
00:59 Roux Academy of Art, Media, and Design have been affected.
01:02 That's because the blue parts of the logo--the background, the flower, the R--
01:06 those are all shapes.
01:08 You can tell when you click on them with your Arrow tool and look in
01:11 the Property inspector.
01:14 The ring of words is a bunch of letters that have been grouped together.
01:17 I'll click on it and notice in the Property inspector it says group.
01:21 So, right off the bat, we've seen that the eraser will work on shapes--and on
01:25 drawing objects, by the way--but it won't work on grouped objects.
01:29 You'd have to ungroup these shapes by going to Modify and then Ungroup for them
01:33 to act as individual entities and be affected by the Eraser tool.
01:37 So, I'm going to undo my erasing, and just so it's not confusing going forward,
01:42 also delete the ring of letters from around the logo so all we have on this
01:46 Stage is just shapes.
01:47 I'll also zoom in a little bit so it's a little easier to see what we're doing.
01:53 With my Eraser tool selected again, I'm going to set my Eraser mode to Erase
01:58 Fills. And when I erase, you'll notice that the part of your logo that has a fill
02:03 has been erased, but the light-blue outline is a line.
02:07 It's the stroke of the circle, and that hasn't been affected.
02:10 I'm going to undo those changes, and here's where Faucet mode comes in.
02:14 If I click the Faucet, it turns a dark gray in the background, so we know
02:18 that it's turned on. And then I'm going to click on any part of the fills and
02:22 it erases fields of contiguous color, so I'm going to undo those changes and
02:27 turn Faucet mode off.
02:30 Now for the Eraser mode, I'll select Erase Lines. And this does probably what you expect.
02:36 It erases the line or the stroke around the logo, but not the fill.
02:41 You can see the little breaks in the lines here.
02:43 So, I'll undo those changes and I'll change the Eraser mode to Erase Selected Fills.
02:50 When I try to erase something, nothing happens, and that's because Flash is
02:55 expecting me to select a part of the fill first.
02:58 So, I'll use my Lasso tool to draw a boundary around part of the logo.
03:04 Now I'll use my Eraser tool, and you can see that when I lift up my mouse button,
03:09 only the parts of the fill that were in the selection area have been erased.
03:14 So, I'll undo one last time and now I will choose Erase Inside.
03:18 For this Eraser mode, you have to actually start erasing within a fill.
03:23 If I click and drag starting from outside my shape and drag into it, when I
03:27 release the mouse, nothing has been erased.
03:30 So, I'll start everything from within one of my light-blue petals.
03:34 I'll erase it little bit, and then I'll end outside, in the dark blue.
03:40 When I release, you see that only the light-blue parts have been erased.
03:43 Flash recognizes the area I started erasing in and it allows me to erase only
03:48 inside that color field.
03:49 So, you actually have a lot of nice choices with the Eraser tool, in terms of
03:54 being able to have control over what you're erasing. That can save a lot of
03:58 headache if you're working in very detailed artwork and need to be precise about
04:02 what you're erasing.
04:04
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Drawing with the Brush tool
00:00 The Brush tool offers you a variety of different options for drawing on the
00:04 Stage, and it works in many ways like the Eraser tool.
00:07 I've opened the file called brushtool.fla in the exercise files for this chapter
00:12 and you'll see that, again, we've got the large size version of the logo for the
00:16 Roux Academy of Art, Media, and Design.
00:19 I'll select different parts of the logo with my Arrow tool and you'll see that
00:23 all parts of the logo have been broken down into shapes.
00:26 There is no groups or drawing objects here.
00:29 So, I'll click the Stage once to deselect and now I'll choose the Brush
00:32 tool from my toolbar.
00:34 Notice that it's grouped with this Spray Brush tool, so if you don't see it at
00:37 first, click and hold down on the Spray Brush tool to find it.
00:40 You'll notice at the bottom of the toolbar there's a number of different
00:44 settings we can adjust for the Brush tool. Since the last setting kind of runs
00:48 off the bottom of the screen, I'm going to adjust to my toolbar a little bit so
00:52 it's wider, so it's easier to see all the options.
00:55 In the Property inspector, you'll see that Stroke is not responding when I click on it.
01:01 The Brush tool works with just a fill, so you can't change the stroke.
01:04 I'm going to make my fill color be a dark gray.
01:08 The other selections here in the Fill and Stroke area don't apply for the Brush
01:12 tool either, so you can't change them.
01:14 So, for the options at the bottom of the toolbar, you can choose to draw in
01:19 Merge Drawing mode or Object Drawing mode, just like you can for the other drawing tools.
01:23 I want to be in Merge Drawing mode, so I'll make sure that the icon is
01:27 the lighter gray color.
01:29 The Lock Fill selection is pertinent when we're working with gradients, so refer
01:33 to the movie about gradients to learn more about this option.
01:37 Here we can choose a brush size--
01:39 I'll choose the third from the top--and also a Brush Shape.
01:44 I'll select this kind of diagonal brush shape.
01:47 Now for a Brush mode, I'll choose Paint Normal. And when I use the Brush tool
01:52 with these settings, it works probably just like you'd expect.
01:56 The Brush tool just draws wherever I drag it.
01:59 Notice in the Property inspector that the Smoothing is set to 50. If I change
02:04 this to 0 and draw again, the line is more like exactly what I draw with my
02:08 shaky hand trying to draw with the mouse.
02:11 With smoothing, that same shape is smoothed out a little bit for me, so
02:14 I'll change it back to 50. So I'll undo those lines and now under the Brush
02:20 mode, choose Paint Fills.
02:23 When I paint this time, you'll notice that the line only appears over parts
02:27 where there's a fill.
02:28 The blue outline around the logo is a stroke, so it doesn't color over that part;
02:34 it colors behind it. I'll undo that change and now for Brush mode choose Paint Behind.
02:40 I'll draw across the middle of the graphic, and it works just like the name
02:43 implies; it only paints behind.
02:45 I am going to try again along the right edge and make maybe a drop shadow.
02:52 It's actually kind of hard to do.
02:53 I would probably not use this to draw drop shadow.
02:55 I'd use a filter, which we'll talk about in a different movie, but for now you
02:59 get the point about paint behind.
03:01 So, I'll undo those lines and now I'll choose Paint Selection and when I
03:07 draw, nothing happens.
03:09 I have to select an area of the logo first, so I'll use my arrow to select one
03:14 of the leaves, and then I'll grab the Brush tool again and paint.
03:20 When I release my mouse, you'll see that the color has been applied only where
03:24 it touched the area of the screen that I selected first. So I'll Undo that as well
03:29 and now I finally choose Paint Inside.
03:32 So, I'll start drawing in the dark part of the logo, crossing into the light-blue leaf.
03:38 When I lift my mouse, you'll see that flash recognizes the dark-blue part of the
03:42 logo as the area I started painting in first, and it doesn't let the line
03:46 continue into the light blue.
03:48 If I start within the light-blue area and trace along the edge, I can draw in
03:52 the light blue but not the dark.
03:55 I could use that to maybe stylize the leaves of the logo if I drew carefully
03:59 enough, or not; I don't have a very steady hand. But you can see that the Brush
04:06 tool offers you a lot of options for controlling where it draws, as well as the
04:10 shape and smoothing of the lines.
04:13
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Sampling color with the eyedropper
00:00 The Eyedropper tool offers you a handy way to be able to pick out colors from
00:04 within your Flash pieces.
00:06 To demonstrate how this works, I'll be working with a file called eyedropper.fla
00:10 in the exercise files with this chapter.
00:13 In it we have a logo for kinetEco, our fictional alternative energy company.
00:18 Let's say I want to make this yellow circle in the logo the same color as the blue
00:23 but I don't know exactly what color the blue is.
00:26 The Eyedropper tool can help me. So I'll select it in the toolbar, and it's below
00:30 the Paint Bucket tool.
00:32 Now when I click the blue circle with the eyedropper, the blue color is
00:35 automatically updated as the fill color in my toolbar and in the
00:39 Property inspector.
00:41 Notice also that Flash changes the icon of the eyedropper to a paint bucket.
00:46 I can then use that paint bucket to change the fill of the yellow circle to
00:49 the blue, instead of having to go and select the Paint Bucket tool out of the toolbar myself.
00:54 The blue color remains in the fill of the toolbar.
00:57 So, now if I went and picked some other drawing tool, like the Rectangle tool, I
01:02 could a draw blue rectangle or some other shape that matches the blue icon.
01:06 I'm just going to undo that shape.
01:09 There is another way that the Eyedropper tool works that's useful as well.
01:14 So I'll choose the Eyedropper tool again and then click once on the color chip
01:18 with the fill in the toolbar.
01:21 The color picker opens up and I can mouse over any of the colors in the color
01:25 picker and select a color this way.
01:27 Notice how it shows at the top of the color picker with the hex number for that
01:31 color is, so I can see it and have it for later reference.
01:35 That hex number continues to appear when I mouse over any of the colors on the Stage.
01:40 The Eyedropper tool in this mode is like Super-Eyedropper tool.
01:43 You can even mouse over areas in the window and the chrome or Flash and the
01:47 eyedropper will pick it up.
01:49 Here it is picking up the orange color in this icon here at the top.
01:53 So the Eyedropper tool offers you a quick and easy way to pick up colors in your
01:57 Flash movie so you can use them again and maintain an overall color-coordinated look
02:02 in your Flash pieces.
02:04
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Using the Color and Swatches panels
00:00 The Color and Swatches panels are often used in conjunction with each other.
00:04 If you have the default layout of Flash, the color palette is indicated by this
00:09 mini-icon of a palette
00:11 in the Swatches panel, by this icon that looks like a grid of squares.
00:15 If you don't see them here, you can find them by going to the Window menu and
00:18 then choosing Color or Swatches.
00:21 You can click on either one of the icons to access both panels.
00:25 As you can see, they're grouped together, and you can easily toggle back and
00:29 forth between them by clicking on the labeled tabs at the top.
00:33 The Color panel is a useful tool for creating or re-creating specific colors for
00:38 use in your Flash movies.
00:39 The Swatches panel is basically like a library of colors.
00:43 It comes with a bunch of default web-safe colors that you can choose from, and
00:47 you can add your own custom colors as well, which we'll do in just a moment.
00:52 Before we start working, I'm going to drag the Color and Swatches panel set out
00:56 from the Flash chrome and expand them so they stay open while we're working.
01:00 So with the Color panel, you can define the fill and stroke colors that you want to use.
01:08 If I click on the pencil icon, I can define a stroke color.
01:11 So I'll just click in the color area below and pick green.
01:16 If I click the Paint Bucket icon, I can define a fill color.
01:20 I'll slide this slider down and choose a lighter green.
01:25 Notice that when I choose a color the color is updated at the bottom of the
01:29 toolbar over on the bottom right side of the screen, and is also shown at the
01:33 bottom of the Color panel.
01:35 The hexadecimal value for the color is also displayed, as are the corresponding
01:40 values for the color, with hue, saturation, and brightness, as indicated by H, S
01:46 and B, as well as the red, green, and blue channels, indicated by R, G and B. I'm
01:50 going to click the radio button next to G for green and move this slider up and down.
01:56 You can see the in the color window at the bottom how the new color looks in
02:02 comparison to the old color.
02:04 The numerical values and the hexadecimal values for the amount of green
02:07 update as I slide as well.
02:09 I could also type in the value for a desired color.
02:12 I'll type in 0 for R, 0 for G, and 255 for B, and I'll get a pure, bright blue.
02:21 Notice also the value with the label of A. This indicates the alpha value of
02:26 my color, or opacity.
02:27 100% is totally opaque and 0 is totally transparent.
02:32 So I'll type in 50 here and hit Enter on my keyboard.
02:36 You can see how the color changes in the Preview window. And I'll quickly grab
02:40 my Rectangle tool and draw a rectangle on the Stage.
02:46 And of course, it's filled with the blue color that I can see through, since
02:49 it's partially transparent.
02:51 I'm just going to delete that rectangle.
02:53 In the color palette, I'm going to change my alpha back to 100, and now,
02:59 back near at the top, I'm going to click on this icon with the black and white squares.
03:05 This sets the stroke to black and the fill to white.
03:08 If I click the rightmost icon, the Swap Colors icon, it changes the colors so
03:13 the stroke is white and the fill is black.
03:15 I'm going to swap these one more time so we have a black stroke with a white fill.
03:20 Now I'll click on the paint bucket so I can modify the fill and click on the
03:25 icon of the white rectangle with the red line drawn through it.
03:29 This indicates that there will be no color for the fill.
03:32 Notice how the color box in all the controls at the bottom have gone away.
03:36 In the Color Type dropdown here, it says None, since we don't have any kind of
03:40 fill at all. And if I draw a rectangle, it's got a black stroke with no fill.
03:45 I'm going to delete that rectangle.
03:48 So the Color panel is a great way to mix up new colors or type in the values of
03:52 colors that you know you want to use,
03:53 but what if you want to be able to save those colors for later?
03:57 That's where the Swatches panel comes in.
04:00 You can see how the Swatches panel has a whole bunch of web-safe colors loaded in for you.
04:05 To save the custom color, I'll go back to the Color panel, and in the dropdown
04:09 menu, I'll choose Solid color.
04:12 We'll explore the other options of Linear gradient, Radial gradient, and Bitmap
04:17 fill in a different movie.
04:19 So I'm going to pick a custom color and then flip over to the Swatches panel again.
04:24 As I hover over the gray empty part of the panel with my mouse, you'll notice
04:28 the cursor's changed to a paint bucket, and when I click, my custom color is
04:32 added to the swatches at the lower left-hand corner, on the bottom row.
04:37 Now when I click on a drawing tool like the Rectangle tool, notice that the new
04:41 color is now available in the color pickers for the stroke and the fill, both in
04:45 the toolbar and in the Property inspector.
04:51 You can use the Eyedropper tool in conjunction with the Swatches palette to
04:55 build a custom color palette that you can use for creating new graphics that use
04:59 the same color scheme.
05:01 First, in the Colors panel, I'll click the paint bucket so Flash knows that
05:05 we're talking about fills, not stroke.
05:08 Now I'll pick the Eyedropper tool and select this yellow color in the kinetEco logo.
05:13 Now open the Swatches panel again, wait for the mouse to turn into the paint
05:17 bucket, and click to drop in my new swatch.
05:20 Actually, it already put it in there for us.
05:22 I'm going to do this again for the brown color.
05:28 In this way, you can build a custom palette in your Swatches panel so you
05:32 can use those colors to create color- coordinated graphics in future Flash documents.
05:37 You can even save these colors to be used in another FLA.
05:41 In the Swatches panel, if I click on this icon of the arrow pointing down, I
05:45 get the context menu.
05:47 If I pick Save Colors, I can save my palette as a .clr file, or a Flash color file.
05:54 You could also choose a color table file, or ACT.
05:57 I'm going to choose CLR and save my color palette to the Desktop.
06:06 Now I can start a new blank FLA file, and then in the Swatches panel, go to the
06:11 context menu and choose Add Colors.
06:15 Now I can navigate to my CLR file and load in those colors into this FLA
06:20 so I have my custom colors available to me here, and there they are.
06:27 I'm going to close this FLA and return to the previous one.
06:35 If you're going to make a custom color palette, I would recommend first getting
06:39 rid of the standard colors first.
06:42 You can do this by going to the Swatches panel context menu and choosing Clear Colors.
06:49 Here, now I just have black, white, and a gradient swatch that goes from white to black.
06:54 Now I'm going to add in a few custom colors.
07:06 From here, I could save my CLR file.
07:17 Now, when I load in the CLR file in a new document by choosing Add Colors, I'll
07:22 be loading in just the custom colors, instead of the entire standard color set.
07:28 Notice the other choices in the context menu.
07:31 I could load default colors, which gives me the standard color palette.
07:34 That's the very default in every new document.
07:38 Notice that blew away my custom colors, but I could load those in again by
07:42 choosing Add Colors and navigating to my CLR file.
07:52 I could also save as default.
07:55 Flash will ask me if I'm sure I want to save the current color palette as the
07:59 default for all documents.
08:00 I don't want to right now, so I'll say No.
08:05 You can also sort your swatches by color, and you can also replace colors.
08:11 So this is basically where I can navigate to my CLR file again and load that
08:15 in instead of the palette I've got.
08:18 Finally, if there's a swatch that you don't want anymore, you can click on it
08:21 once and then choose Delete Swatch.
08:27 You can also choose a swatch and duplicate it if you want a copy of it.
08:31 You can also add custom gradients to your Swatches panel, and we'll look at how
08:35 to do that in another movie.
08:37 So the Color and Swatches panels give you a lot of control in terms of
08:40 creating and saving colors.
08:42 You can also use them in conjunction with the Eyedropper tool to create a
08:46 custom palette of colors that you can save and reuse in other FLA files.
08:51
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Working with gradients and the Gradient Transform tool
00:00 Gradients are a great way to add some depth to your visual assets in Flash.
00:04 The Gradient Transform tool allows you detailed control on how your gradients look.
00:09 So let's take a look at how these work.
00:11 I am going to start by opening the file called gradients.fla from the exercise
00:15 files for this chapter.
00:16 I am going to save it right away into the end files.
00:19 You can see that we've got two layers in the movie. The first contains our
00:23 elephant and we are not going to change him, so that layer can stay locked.
00:27 The background layer is currently blank.
00:29 So I am going to click once on the background layer in the Timeline so I
00:33 can draw a shape here.
00:34 Now I am going to click on the Rectangle tool and for the fill, I am going to
00:38 choose a nice green color.
00:40 The Stroke I am going to leave at No Stroke.
00:43 And I am just going to draw a shape on the Stage so our elephant has a nice
00:47 grassy place to walk.
00:48 Of course, it's not the right size, so I am going to click on it once with my
00:51 Arrow tool and move the X and Y to 00, the Width to be 550, and a Height to 400
01:00 to match our Stage dimensions.
01:01 Now with the green rectangle selected, I am going to click to open my Color panel.
01:06 We will see in the Color Type dropdown, Solid Color is selected, which makes sense;
01:12 we have a solid green rectangle.
01:14 Now I am going to change the dropdown to Linear Gradient.
01:17 You will see now that we have a gradient blend of two colors that go from one into another.
01:23 Our green color got blown away, but that's okay.
01:26 You can click on these little crayon-looking things to change the colors that they use.
01:30 So for instance, I'll change my black back to green and I'll change the white to
01:38 a lighter green color.
01:42 You can slide the gradient preview to change how much relative area one color uses.
01:47 And you see that it updates on the Stage right away.
01:49 I am just going to set it back to the way that it was.
01:55 And now if you want more colors in your gradient, make sure your shape
01:58 is selected and then just click below the gradient preview to add more color points.
02:03 I'll add one and change its color to something like blue.
02:07 So now our elephant has Kentucky bluegrass.
02:10 You can add multiple color points to your gradient and change the color on each.
02:14 If you've got too many, click a color point and drag it off the panel to get rid of it.
02:19 I am just going to get rid of all my extra color points, so we just go from the
02:23 lighter green to the darker green again.
02:26 So if you really like your gradient and you want to keep it for later, make sure
02:30 your Shape is selected on the Stage and then pop open the Swatches panel.
02:34 The mouse cursor turns into the paint bucket when I mouse over the gray area.
02:38 And you can click to add the gradient to the Swatches panel to use anytime you want.
02:43 So I am going to open my Color panel by clicking on the Color tab again.
02:47 And you'll notice that while we're working with gradients there are these
02:51 options next to Flow.
02:53 They are Extend color, Reflect color, and Repeat color.
02:58 These give you control over how the gradient looks when using the
03:01 Gradient Transform tool.
03:03 So let's see how that works.
03:05 With my green shape still selected, in the toolbar, I will click and hold on the
03:09 Transform tool until flyout menu opens,
03:11 and then I'll choose the Gradient Transform tool.
03:16 You use the Gradient Transform tool to change the way the gradient is applied.
03:20 So notice I can click and drag the box with the arrow in it to scale the gradient.
03:24 I can scale it out and scale it back in.
03:31 Clicking and dragging on the circle control, I can rotate my gradient around.
03:35 I am just going to undo that change.
03:40 Grabbing the control point in the center, I can move the origin of the gradient,
03:43 so I will just move it way over here to the left.
03:45 And I am just going to undo that change.
03:49 So the back on the Color panel, notice how the Flow option is set to Extend Color.
03:55 What this affects is the change in the gradient in between the two lines that
03:59 control the scale of the gradient.
04:01 I am going to make sure that I have got my Gradient Transform tool selected and
04:05 click on the gradient.
04:07 Notice that if I scale the gradient out bigger or a little bit smaller, the
04:11 gradient is applied in between the lines.
04:14 It becomes really obvious when I scale it very small.
04:17 Notice how the light green continues on out to the right of the right blue line.
04:22 The darker green continues on out to the left of the left blue line.
04:26 Now I am going to change my Flow to Reflect, and notice how the gradient
04:31 reflects itself at the blue lines.
04:35 If I change the Flow to Repeat, the gradient repeats left to right across the shape.
04:40 I am just going to change it back to Extend Color.
04:43 So now let's try changing our Gradient Type dropdown to Radial.
04:49 You will that the gradient now radiates out from the middle instead of going
04:53 from one side to the other.
04:55 I think I'm going to swap the positions of the color markers to change the
04:58 gradient flow so that the light green is in the middle.
05:01 I am going to close the Color panel, and I can still scale my Gradient using the
05:11 little circle with the arrow pointing out.
05:15 I can stretch it out really far--oops, stretched it out too far--or I can bring it back in.
05:24 The circle with the arrow rotates the gradient around.
05:27 That doesn't seem to make much sense for a radial gradient, since it's already round.
05:31 By using the control that looks like a square with an arrow in it allows me to
05:37 stretch the gradient in one direction, or flatten it out so the green part now
05:41 looks a little bit flatter.
05:43 Now when I rotate the gradient around, you can see the difference that it makes.
05:47 Just as with the linear gradient, the circle control in the middle of the
05:51 Gradient Transform tool allows you to move the center point of the gradient.
05:54 So I am going to have that light-green part start at the upper-left of the
05:58 screen instead of smack in the middle.
06:00 I think it makes it looks more like the sun is shining strongly on the upper-left.
06:04 So gradient fills are a way to add multicolor backgrounds that transition
06:08 smoothly from color to color onto your objects.
06:11 Remember that you create these in the Color panel.
06:14 The Gradient Transform tool, which is located underneath the Free Transform tool
06:18 in the toolbar, allows you to affect how that gradient appears.
06:22
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Using the Lock Fill modifier with gradients
00:00 There's a really cool thing you can do with gradients and the Paint Bucket and
00:03 Brush tools that we've alluded to in other movies.
00:06 So we'll use that here to give the elephant some lakes and ponds to drink water from.
00:11 I've started by opening the file called lockFillGradient.fla from the exercise
00:15 files for this chapter, and I've saved it into the end file for the chapter.
00:20 So we've got an elephant layer and a background layer.
00:22 We're going to create some pools of water,
00:25 so I'm going to lock my background layer, and I'll create a new layer and call it Lakes.
00:30 Now I'm going to grab my Oval tool, give it no stroke, and for the Fill choose
00:37 the blue gradient that's at the bottom of the color picker.
00:41 This is going to be water
00:42 so I don't want it to go from blue to black;
00:44 I want it to go from blue to white.
00:46 So I'll pop open the Color panel and double-click the black color marker
00:51 and change it to white.
00:53 We'll just leave the dropdown here at Radial gradient.
00:55 So I'll click my Color panel to close and then I'm going to draw three lakes on the screen.
01:01 Now I'm going to use the Arrow tool to click and drag around all three ovals to select them.
01:18 Now I'm going to select the Paint Bucket tool.
01:20 At the bottom of the toolbar, there's an icon to lock fill.
01:24 I'll select that, and what this is going to do when I click on one of the lakes
01:28 is have the gradient fill be applied across all three of them at once.
01:32 So now I'm going to select the Gradient Transform tool and click on one of the lakes.
01:39 What we've done is going to be really apparent as I change how the gradient flows.
01:43 Right now the gradient is really, really huge,
01:46 so I'm going to make it a little bit smaller.
01:48 I'm going to make it even smaller, and now I'm going to move the origin point of
01:55 the gradient towards the middle.
02:01 You can make more changes than this if you want, but the point is to see that by
02:04 selecting all three lakes and using the Lock Fill option on the Paint Bucket
02:08 tool, a single gradient has been applied across all three of the shapes.
02:13 The Brush tool can do a similar thing.
02:14 I'm going to lock my Lakes layer and add a new layer above it and call it
02:18 Puddles, and I'm going to select the Brush tool.
02:22 I'm going to make sure Lock Fill is on, which it is--I can tell because it has
02:26 kind of the darker gray background behind it.
02:29 I'm going to choose Paint Normal for the brush mode and make sure I like the
02:33 shape and size of the brush.
02:34 Now I'm going to draw some little puddles, and as I draw, it looks like a single
02:45 gradient is being applied across all three of the puddles.
02:52 When I choose the Gradient Transform tool and click, I can affect the gradient
02:56 that goes across all of these puddles as well.
02:59 Again, it's a super-giant gradient,
03:06 so I'm going to start by just shrinking it down.
03:08 I'm going to move the origin point.
03:15 You can see that it's using a different gradient than the one for the lakes.
03:18 So I'm not going to mess around with this too much more, but it can be a
03:23 really cool effect.
03:24 Just remember to deselect Lock Fill next time you use the Paint Bucket or the Brush tool.
03:29 There's one last option for gradient fills, and it's not really a gradient at all.
03:34 So I'm going to lock my Puddles layer and I'm going to unlock the Background layer.
03:37 I'm going to use my Arrow tool to select my green gradient background.
03:42 Now in the Color panel, I'm going to change the Color type dropdown to Bitmap fill.
03:49 So I can use a bitmap to fill up my shape instead of solid colors or gradients.
03:55 Flash asks me to identify the fill that I want to use,
03:59 so I'm going to navigate to our jungle_background JPEG
04:02 that's in the start folder in exercise files for this chapter.
04:05 I'm going to click Open and now the bitmap is now the background.
04:10 Notice, however, that now while it's selected, it's covered with that stippled
04:15 white-dot pattern, and when I look in the Property inspector, it shows that
04:19 the fill is a shape.
04:21 So Flash has taken my bitmap image and broke it down into shapes.
04:25 And just so you know, I wouldn't necessarily do it this way.
04:28 If I wanted the background to be the jungle image, I'd just import the bitmap
04:31 into Flash and place the bitmap onto the Stage.
04:34 But you can see how a bitmap can be used as the fill for a shape, and that could
04:38 be useful as a way to add interesting textures to your shapes on Stage.
04:42 Indeed, with the Bitmap fill still selected, if you open up the fill color chip
04:47 in the Property inspector, you'll see the jungle as a choice for fills.
04:51 So you could use the jungle for a fill for any other shape that you draw from here on out.
04:56 So I'm going to click on the pasteboard to deselect.
04:59 Using the Lock Fill setting with the Paint Bucket and the Brush tools allows you
05:03 to apply a single gradient across multiple shapes on the Stage.
05:07 The Gradient Transform tool allows you to transform that gradient across
05:11 the multiple shapes.
05:12
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Creating shapes with the Pen tool and working with anchor points
00:00 The Pen tool allows you to draw complex shapes in Flash.
00:04 If you've used the Pen tool in other applications like Adobe Photoshop or Adobe
00:07 Illustrator, you're in luck, because the Pen tool in Flash works the same way.
00:12 All the keyboard shortcuts are the same as well.
00:14 So we have our elephant here, and I'm going to use the Pen tool to draw him a
00:18 pool of water to drink.
00:20 So I'll select the Pen tool from the toolbar, and just notice that it also has
00:24 a flyout menu with the Add Anchor Point, Delete Anchor Point, and Convert
00:29 Anchor Point tools.
00:30 So you'll see in the Property inspector that the Pen tool doesn't have a fill color;
00:35 It only works with a stroke color. And we're going to leave ours at black with
00:39 a 1-point stroke is fine, and I'll this in Merge Drawing mode
00:44 so the icon here at the bottom is the lighter gray instead of the darker gray.
00:48 One way to work with the Pen tool is to point and click.
00:51 Then I'll just move my mouse and point and click again, all the way around a circle.
00:56 You'll notice that all the lines are straight.
00:59 To close my shape, I just click again on the first anchor point that I created.
01:03 So now I'm going to hit Ctrl+Shift+A on my keyboard to deselect the shape--
01:10 that's Command+Shift+A on a Mac--and look at the shape. And it's a little
01:16 unrealistic for a pool of water,
01:17 so I'm going to hit Ctrl+A on my keyboard to select all and delete it.
01:22 Fortunately, the Pen tool also allows you to draw curved lines using Bezier curves.
01:27 A Bezier curve uses a mathematical equation to describe the curve of the line.
01:32 So to take advantage of this, I'll click with the Pen tool once to create my
01:37 first anchor point and then click and hold down the mouse to create the
01:41 second anchor point.
01:45 As I hold down my mouse and move it back and forth, you'll see these handles appear.
01:50 As I continue to move my mouse, you'll see how the handle affects the curve of the line.
01:54 You can drag those handles way out as well to change how they affect the Bezier curve.
01:59 So I'm going to fix my line so I like this first curve and then release the
02:05 mouse and click and drag to make the next point with handles.
02:09 I'll repeat this process all the way around the water hole so we have a nice round pool.
02:14 I'll click once on my starting anchor point to close my shape and now I'll
02:20 deselect everything.
02:23 If you want to change your shape after you've drawn it, you can use the
02:26 Subselection tool, which is the white arrow in the toolbar underneath the
02:29 regular Selection tool.
02:30 You can click on any of the anchor points you've created and moved the point around.
02:38 You'll also notice that the handles reappear.
02:40 If you approach the end of a handle with the mouse, the cursor changes to a
02:44 little black arrow, allowing you to grab the handle and adjust the curve.
02:48 So I'll move this handle back and forth a few times.
02:51 Now I'm going to hold down Alt on the keyboard--
02:53 that would be Option on the Mac--and you'll notice that this constrains my
02:57 handles so that the movement of the mouse only affects one side of the handles, not both.
03:01 So you can use that for really detailed control.
03:08 So I'll release the mouse, and you can also move the entire shape using the
03:12 Subselection tool if you wish, by grabbing a portion of the stroke in between two
03:15 anchor points and dragging.
03:18 So now I'll go back to the toolbar and choose the Add Anchor Point tool.
03:23 When I click on the line I now have a new anchor point.
03:27 The Delete Anchor Point tool does just what the name implies:
03:30 I can choose it, click on any anchor point, and delete it.
03:34 So I'll switch back to my Subselection arrow.
03:36 Now when I click on the anchor points around the entire circle, you'll notice
03:40 the handles on them for controlling the Bezier curves.
03:44 When I click the very first point that I drew, you'll notice that it doesn't
03:48 have any handles on it.
03:49 I didn't click and drag when I made this anchor point;
03:52 I just clicked, so it doesn't have any Bezier curves or handles.
03:55 If you want to change an anchor point from a straight angle to a curved angle,
04:00 you just select the Convert Anchor Point tool in the flyout menu and then click
04:04 and drag on the anchor point in question and now you have control handles.
04:10 With my shape still selected, if I switch back to the Pen tool and hover over
04:14 the edge of the shape, you'll notice the cursor now has a little plus sign next to it.
04:19 When I click on the line, I get a new anchor point, just as if I was using Add
04:23 Anchor Point tool from the flyout menu.
04:26 When you approach other anchor points with the mouse, the cursor can also show a
04:29 minus sign or an angle, equivocating the Delete Anchor Point and Convert Anchor
04:34 Point tools as well.
04:35 So I'm going to deselect my shape and now that we've got a pool of water, I'll
04:39 select my Paint Bucket tool, choose a blue color, and fill in the pool so our
04:43 elephant can have a drink.
04:46 So the Pen tool--as well as the Add, Delete, and Convert Anchor Point tools--allow
04:51 you to create artwork that connects lines and even utilize Bezier curves to make
04:55 lines look more realistic.
04:57
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Selecting with the Lasso tool
00:00 The Lasso tool provides you several options for selecting objects, or parts of
00:04 objects, on the screen.
00:06 I'm going to be working in the file called lasso.fla from the exercise files for this chapter.
00:12 You can see that we've got a bitmap layer which is locked and has the visibility
00:16 turned off. We'll work with that in just a minute.
00:18 Here on the shapes layer I'll click on the yellow circle, and you can see in the
00:22 Property inspector that this is a shape;
00:25 it's not a drawing object or a group.
00:27 When I click on the three overlapping circles, we see that they move
00:31 around together as a unit.
00:33 This is a group. It's basically three circle shapes that were grouped together by
00:37 going to the Modify menu and then choosing Group. I'm going to click the pasteboard to
00:41 deselect everything.
00:43 Now I can use the Lasso tool to select part or all of these circles.
00:47 I'll choose the Lasso tool, which is the fifth item from the top in the toolbar.
00:53 If I draw a rough circle on the Stage with the Lasso that covers part of the circle
00:57 shape and the circle group,
00:59 you'll see that the part of the circle shape that falls within the lines I drew
01:02 is selected. Even though I only drew my selection boundary over part of the
01:07 circle group, the entire group is selected.
01:10 So now I want to deselect everything, and instead of grabbing my Arrow tool and
01:17 clicking on the pasteboard, I'm going to deselect everything by pressing
01:20 Ctrl+Shift+A on my keyboard. Of course on the Mac that would be
01:25 Command+Shift+A. Now with my Lasso tool still selected, down in the Options area,
01:31 at the bottom of the toolbar, I'm going to click on the Polygon mode icon, which
01:35 is the bottommost icon.
01:38 Now when I use the Lasso tool, when I click, I get straight lines. Every time I
01:42 click my selection area is expanded.
01:44 So I'm going to draw multiple lines to select kind of the same area I did as before.
01:50 Notice that even though the end of my last line and the start of my first line
01:54 don't meet, I can still close out my selection by double-clicking.
01:58 You can see that now we've got our selection.
02:00 So, I'm going to deselect everything again by pressing Ctrl+Shift+A, and I'm
02:05 going to deselect Polygon mode.
02:08 Now I'm going to click on the other option for the Lasso tool, which is the Magic Wand tool.
02:13 It's the top option.
02:14 The magic wand works pretty much the way it does in image editing programs
02:18 like Adobe Photoshop;
02:19 it allows you to click on a color on the Stage and it will select all areas of similar color.
02:24 So I'll go to select some of my yellow circle and you'll see that, hey, my Lasso
02:29 tool looks like it did before, and indeed, if I draw a circle on the Stage, the
02:33 tool works like it did before. It's not working in Magic Wand mode.
02:38 The thing is that the magic wand in Flash works for bitmap images that have been
02:42 broken apart. So I'll show you what I mean.
02:45 If you lock and turn off the visibility of the shapes layer and then turn on the
02:51 visibility and unlock the bitmap layer, you'll see that we have a bitmap image.
02:55 I'll grab my Arrow tool and click on it.
02:58 You'll see in the Property inspector it says Bitmap.
03:01 So the Lasso tool is not going to do much with this bitmap the way it is.
03:05 What we have to do first is select the image and then go to the Modify menu
03:09 and choose Break Apart.
03:13 At this point we see in our Property inspector that we've got one giant shape.
03:17 You can manipulate it just like you can any other vector shape in Flash.
03:21 For instance, I can click the pasteboard to deselect and then click and drag the
03:25 edges and move them like so. I'm going to undo that change.
03:30 Now when I select my Lasso tool, I'll make sure the Magic Wand option is
03:34 selected--it should look dark gray--and when I hover over the image, the cursor
03:39 now looks like a wand. I'll click on this leaf and you'll see that the leaf and
03:44 other greens in the image that are similar enough to it are selected--it's a lot of them.
03:48 I'm going to deselect and in the tool options area click on the Magic Wand Options icon.
03:55 Opening up Magic Wand Settings again, if I choose between Pixels, Rough, Normal,
04:00 and Smooth in the dropdown will also affect the range of variation that the
04:05 magic wand includes, and you can play with those if you want to experiment with
04:09 the Magic Wand tool.
04:12 So I'm going to cancel out of that and deselect everything on the Stage.
04:16 I'm now going to click the Magic Wand option to turn it off.
04:21 Using the Lasso tool just in regular mode or in Polygon mode, just like we did
04:25 before, works just fine on this broken-apart bitmap.
04:28 For instance, I'll turn on the Polygon mode and start drawing a border around
04:32 the top of the plant to select it and also then go around the second leaf.
04:40 If you're trying to do something like crop this plant out so you can use it in
04:43 another Flash movie, a useful technique might be to do it in pieces. I'm going to
04:48 double-click to close my selection so far.
04:51 I'm going to hold down the Shift key and when I start drawing around this
04:55 third leaf and double-click to close my next selection, I've added to my
04:59 overall selected area.
05:01 In this way, I can select parts of the plant little by little using short lines
05:05 to select small sections and eventually get around the whole leaf to isolate it
05:09 from the rest of the background.
05:11 Here is an example of what that plant looks like once I've selected it all out.
05:16 I'm just opening up leaf.fla in the exercise files.
05:20 From here, I could clean it up more with the Eraser tool and use it in
05:23 other Flash movies.
05:25 So the Lasso tool in Flash allows you to make some pretty clean selections from
05:29 shapes or bitmaps that have been broken apart.
05:31 The Lasso tool in Photoshop offers more control than the one in Flash, but
05:36 cropping out selections in Flash might save you a little bit of file size as
05:40 opposed to importing an image cropped outside of Flash.
05:43
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7. Symbols
Introducing symbols
00:00 Symbols are basically reusable visual assets, and you'll use them as building
00:04 blocks for animation and interaction.
00:07 To demonstrate why symbols are useful, I'm going to open a new blank Flash FLA document.
00:13 Now I'm going to draw a simple circle shape on the Stage and then make it a symbol.
00:17 So I'll select the Oval tool and choose a blue fill and a black stroke.
00:21 I'm going to make sure that I'm in Merge Drawing mode, so the Drawing mode icon
00:25 is the lighter gray as opposed to the darker.
00:28 Now I'm going to draw my circle on the Stage.
00:30 When I click on the oval with my Arrow tool and look in the Property inspector,
00:35 it shows us that the circle is a shape.
00:37 To convert the circle into a symbol, there are multiple actions that you could choose.
00:41 You could select the entire shape.
00:43 Don't leave the stroke unselected, as that can be easy to do.
00:47 Be sure to double-click on it.
00:48 Then you can drag it to the library.
00:50 I'm going to cancel out of this box.
00:53 You could select the entire shape and then right-click and choose Convert to
00:57 Symbol, at which point the dialog box comes up again.
01:00 I'm going to cancel.
01:01 You could select the shape on the Stage and then go to Modify > Convert to
01:06 Symbol. Or finally, you could select the shape and hit F8.
01:11 Any of those methods work. And we're asked to give Flash some information
01:15 about our new symbol.
01:16 I'll call it Circle.
01:18 In the Type dropdown, I'm going to choose to make this symbol a Movie Clip.
01:22 We'll talk about the differences between the types of symbols in a little bit.
01:26 Notice also the registration point of our new symbol.
01:30 The X and Y position of our symbol on the Stage is going to be measured from this point.
01:35 The default is the upper-left corner.
01:38 You can make your symbols have their registration point anywhere you want to,
01:41 but I'd recommend picking one and then sticking with it for all symbols that
01:45 you create, so the registration point is consistent across all your symbols within one movie.
01:50 I'll click OK and two things happen now.
01:53 One is that we now have the circle show up as a symbol in the library.
01:57 The second is that when we click on our new movie clip symbol on the Stage and
02:01 open the Property inspector, it shows us that this is an instance of the movie
02:05 clip symbol called Circle, which of course we just saw in the Library. So, cool!
02:10 We have this symbol, but why is it useful?
02:12 Well, let's try dragging and dropping another two of the circles out from the
02:17 library onto the Stage, so we have three identical circles.
02:21 Think of this symbol in the library as a blueprint.
02:24 Each time you drag a new one out to the Stage, you're making another copy--or, as
02:28 the nomenclature is in Flash, you're creating another instance.
02:32 It's the same concept as maybe a blueprint for a house or a car.
02:36 There's one set of plans for the car and then thousands of cars can be built
02:40 using the same blueprint.
02:41 So symbols are useful in a case where you need multiple copies of the same thing.
02:46 Maybe you need a bunch of monkeys or a herd of elephants.
02:49 Instead of drawing that item on the Stage over and over, you can just use
02:52 copies of your blueprint.
02:54 You can convert almost anything into a symbol, shapes drawn in Merge or Object
02:58 Drawing modes, bitmap images, text, and so on.
03:02 This can not only save you a lot of work, but it can also save you on file size.
03:06 Let's delete two of the instances of our circle from the Stage to explore this.
03:10 Now I'm going to publish the movie.
03:12 The SWF file opens up, and I'm going to close it out right away.
03:16 What I'm interested in is seeing the file size of our movie,
03:20 so I'm going to do that by clicking on the pasteboard and then opening up
03:23 the Property inspector.
03:24 Here in the SWF History section, we see that our file size is 660 bytes.
03:29 So now let's add two more circles, and I'm going to do this by using my Oval tool again.
03:34 So I'll draw the second circle and now the third circle.
03:37 But I'm not going to turn them into symbols;
03:40 just leave them as shapes.
03:41 I'm going to republish the movie again, and again, close the SWF right away.
03:46 Using my Arrow tool, I'll click on the Stage and look in the SWF History.
03:50 We're at 817 bytes.
03:53 Now let's compare using symbols.
03:55 I'll delete these two circles that I just drew, so we should just have the one
03:58 instance of the Circle movie clip symbol on the Stage.
04:02 Now I'll drag two more instances of the circle from the library out and publish
04:06 the movie a third time.
04:08 I'll close the SWF, click on the Property inspector, and then click on the pasteboard.
04:12 Now our final file size is 683 bytes.
04:16 That's smaller than when we had the circles that we had drawn with the Oval tool.
04:20 And that's part of the power of using symbols.
04:23 Our file size is smaller when using multiple instances of the symbol because
04:27 Flash only has to remember the definition of the circle once.
04:31 Each copy on the Stage points back to the symbol in the library, as opposed to
04:35 Flash having to remember the definition of each circle that we drew separately.
04:39 Of course, in our example here the difference in file size is not all that dramatic,
04:44 but hopefully, you can project that file size savings could really add up when
04:48 you're dealing with something like multiple copies of complex artwork or
04:51 bitmaps, or in a case where you need a million raindrops or space rocks or
04:55 apples falling from a tree.
04:57 So there's another thing to learn about symbols.
05:00 Each individual instance can be modified, but they're all still tied back to the
05:04 blueprint in the library.
05:06 This is kind of like how you could have three houses built from the same
05:09 blueprint but then paint each one a different color so they all look a
05:14 little bit different.
05:15 I'm going to select one of our circle symbols on the Stage and modify it.
05:18 I'm going to press Q on my keyboard so that the transformation handles come up.
05:22 I'm going to skew it a little bit, and then I'm going to shrink it.
05:26 Now with the second instance of the circle selected, I'm going to open
05:30 our Properties panel.
05:31 Under the Color Effect area, I'm going to choose Alpha and make the Alpha 50% so
05:37 it appears faded out.
05:38 So I'm going to click once on the pasteboard to deselect everything and I'll
05:42 make sure I've got my Arrow tool selected.
05:45 So each one of the instances of the symbol can be modified so they look
05:48 different but they're all still tied back to the symbol in the Library.
05:52 I'll prove it by double-clicking on the third instance of the circle on the
05:56 Stage, although really, you could pick any of the three.
05:59 You'll see that your screen has changed.
06:01 Notice at the top it says Scene 1 and then Circle.
06:05 This is indicating that we've stepped into the Timeline of the circle symbol itself.
06:10 You can also see that the other instances of the circle on the Stage, on the main
06:14 Timeline, are now kind of faded out.
06:17 This is called Edit-In-Place mode, because I'm editing the circle symbol right
06:21 in place where it was on the Stage.
06:23 Because I accessed it by clicking an instance on the Stage, I can still see what
06:27 that instance is looking like, relative to other stuff on the Stage.
06:31 So I'm going to change my circle symbol.
06:33 I'm going to click on the fill of the circle and change it to orange.
06:37 As soon as I do that, you'll see that all the instances on the Stage reflect the
06:41 change I made to the blueprint.
06:43 To step out of Edit-In-Place mode, I'll click on Scene 1 at the top of the
06:47 screen, so we're back on the main Timeline.
06:50 There's also another way to edit a symbol.
06:52 Instead of double-clicking on an instance on the Stage, I'm going to
06:55 double-click on the symbol itself in the library.
06:58 I'm going to be sure to click on the little picture of the cog, not the name of the symbol;
07:03 otherwise, Flash will think you're trying to rename the symbol.
07:06 You can see that once again we're in Scene 1 and then Circle.
07:10 So we've stepped into the Timeline of the circle blueprint.
07:13 But since we double-clicked on the symbol in the library to edit, this time we
07:17 don't see all the other stuff sitting on the Stage in the background;
07:20 we just see the content on the Timeline of the Circle movie clip symbol.
07:24 This is called Symbol Editing mode.
07:27 Anyway, let's select the fill of our circle again and this time change it to green.
07:31 Now I'll click on Scene 1 at the top of the screen to go back to the main
07:34 Timeline. And yet again, the changes to the blueprint have been reflected in
07:38 each one of the copies.
07:40 From here on out, each one of the copies could be further modified individually.
07:44 I could rotate one,
07:45 I could skew a different one, but the basic structure of each circle points back
07:50 to the Circle movie clip symbol sitting in the library.
07:53 The final advantage to using symbols is that a symbol in your library is
07:57 always a part of your FLA.
07:59 Even if we went and deleted all of the circles on the Stage, we would still be
08:03 able to use that circle later on in our development process
08:06 because it's a symbol in the library. We can grab a copy of it anytime we want.
08:11 However, if you draw a shape on the Stage, like I'm going to do now, and then
08:15 delete it, it's gone forever.
08:17 One best practice to keep in mind as you work on projects is to periodically
08:21 clean out and organize your library symbols.
08:24 For instance, here I'll click the Folder Icon in the library to create a shapes
08:28 folder, and I'm going to drag my Circle movie clip into it.
08:33 Folders are a great way to keep related symbols together.
08:35 And if you come to the end of a project and you have library symbols that aren't
08:40 actually used in your movie, deleting them out of the library will make it much
08:44 easier to figure out what's actually used in the movie when you open up the FLA
08:48 file, say, four months down the road.
08:50 Naming each symbol something intuitive and descriptive, like "circle" or "square,"
08:55 is much better than the default name Flash will come up with, which is usually
08:59 something not very unique, like Symbol 1, Symbol 2, Symbol 3.
09:03 I once bought a Flash template that had originally been developed by someone else.
09:07 Not only were the symbols named things like Symbol 1, Symbol 2, and Symbol 3,
09:12 but there were multiple copies of the symbols in the Library.
09:15 The symbol copies were almost all exactly alike, so it was really hard to tell
09:20 what was actually being used in the SWF.
09:23 It was a terrible time-waster to sort that all out.
09:26 So whether you just need a good way to organize your movie's content or you need
09:30 a lot of copies of a single item, symbols can provide you with many advantages.
09:35 There are three types of symbols in Flash, and we'll explore the
09:38 differences between them next.
09:41
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Understanding movie clip symbols
00:00 One of the three symbol types in Flash is the movie clip symbol.
00:04 I am going to start with a new blank FLA document to create and examine a movie clip.
00:09 I am going to draw a star.
00:11 So I am going to grab my PolyStar tool from the toolbar.
00:14 I am going to have my stroke be black and my fill be yellow.
00:19 In the tool Settings area, I am going to click on Options, star is already
00:22 selected, and then I am going to have five sides.
00:25 I am going to click OK.
00:26 I am going to draw my star on the Stage and now to convert it to a symbol, you
00:31 may remember from the previous video that there's a lot of ways to do this.
00:35 For now, I'm going to select my shape and then right-click and choose Convert to Symbol.
00:40 I am going to give it an intuitive name, so how about yellowStar?
00:44 I am going to make sure that Movie Clip is selected in the dropdown here, and I
00:49 am going to click OK. Now if I open my library, I see my star movie appears in the library.
00:55 Movie clips have a little symbol that kind of looks like a cog in the library.
00:59 I am going to drag several more copies or instances of the star movie clip
01:03 out on to the Stage.
01:05 So I could animate this movie clip, which we will learn how to do soon.
01:09 As we have seen before, when I double-click on one of the star movie clip
01:12 instances, you'll notice the upper-left of the screen changes.
01:16 Now it says Scene 1 and then yellowStar.
01:19 We have actually stepped inside the star movie clip.
01:22 You can see that it has its own timeline just like the main Timeline.
01:26 Notice the other stars back up on the main Timeline are kind of faded out, since
01:30 we're in the nested timeline of the yellowStar movie clip.
01:34 So I could select my fill here and change it to red.
01:38 I can make the star bigger or other changes.
01:41 All of the instances on this Stage update because they're all tied to the
01:44 symbol definition that I am editing, and this movie clip's internal timeline can
01:48 have its own set of layers.
01:50 I am going to add an extra layer or two here.
01:52 It can have its own keyframes, its own animation, whatever you want.
01:56 Each movie clip symbol definition having its own timeline is a really
02:00 powerful feature, both in terms of ActionScript and animation, which we will
02:05 explore a little later on.
02:07 For now, I am going to click on Scene 1 on the upper-left to go back to the main Timeline.
02:11 There is one other important thing to note about movie clips.
02:15 I am going to use my Arrow tool and select on one of my stars.
02:18 Now notice this spot in the Property inspector that says Instance Name.
02:24 I can type in a name here for my symbol, maybe myStar.
02:28 What that does is give Flash a hook into this symbol instance if I want to
02:32 control it using ActionScript.
02:34 Remember, ActionScript is Flash's programming language that allows you to make
02:39 your movies interactive.
02:40 We will practice with some simple ActionScript later on in this course.
02:45 With multiple different stars on the Stage, how would Flash know which one I want to control?
02:50 Well, the instance name is the hook you use to connect ActionScript and
02:54 individual movie clips on the Stage.
02:57 Once Flash knows which symbol on the Stage you are trying to talk to, you can
03:00 move it, rotate it, scale it, make it fade in and out, make it clickable, and a
03:05 number of different other things with ActionScript.
03:08 So movie clip symbols are useful because they have their own timelines,
03:12 they can be animated, and ActionScript can communicate to them via an instance name.
03:17 In fact, the entire Flash document is a movie clip of sorts.
03:21 Movie clip is the most versatile and powerful of the three symbol types.
03:26
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Using graphic symbols
00:00 Another symbol type available in Flash is the graphic symbol.
00:04 Don't let the name graphic symbol fool you;
00:06 You don't need to use any kind of special graphic to create a graphic symbol.
00:11 Almost anything can be made into a graphic symbol:
00:13 shapes, drawing objects, groups of objects, bitmap or vector artwork, even text.
00:19 For now, in a new blank FLA document, I am going grab my Oval tool and quickly
00:24 draw an oval on the Stage.
00:26 To convert it to a symbol, you may remember from previous videos that there's a
00:30 lot of ways to do this.
00:32 This time I'm going to select my shape on the Stage and hit F8 on my keyboard.
00:36 I'll give it an intuitive name, so how about oval? And in the Type dropdown, I am
00:42 going to make sure that this is a graphic. I am going to click OK.
00:45 When I look in the library, there's the graphic symbol.
00:49 Notice the graphic symbol icon, which looks maybe like a piece of paper
00:53 with some shapes on it.
00:55 In the Property inspector, it tells me that I've selected an instance of the
00:59 Oval graphic symbol.
01:01 So, I can drag and drop multiple copies or instances of the graphic symbol to the Stage.
01:07 From here, I could animate my graphic symbols, which we'll talk about in an upcoming movie.
01:11 You can also double-click on one of the instances, and you'll notice how at the
01:15 top-left it now say Scene 1 and then Oval.
01:20 This is probably starting to look familiar.
01:22 We've stepped inside the symbol to its timeline and were editing in place.
01:26 The other ovals back up on the main Timeline a kind of faded out,
01:29 since I'm working in the internal timeline of the symbol definition. So I
01:33 could select my fill here and change it to green, or I could rotate it, or other changes.
01:39 All the instances on the Stage update because they're all tied to the symbol
01:43 definition that I'm editing.
01:45 And then I can add layers, edit, or even animate content in this timeline, just
01:49 like the main Timeline.
01:51 So let's click on Scene 1 back on the upper-left again to step out of the
01:55 graphic symbols timeline and end up on the main Timeline again.
01:59 So what's really the difference between movie clip symbols and graphic symbols?
02:03 So far, they look about the same.
02:05 They both have their own timelines and they can both be animated.
02:08 Well, one big difference is that graphic symbols can't be directly manipulated by ActionScript.
02:14 For instance, if I want to make this oval clickable, well, I couldn't.
02:19 When I select the oval and open up the Property inspector, there's no field to
02:23 type in an instance name like there is for movie clips.
02:27 If there's no instance name, Flash can't identify it to manipulate it with ActionScript.
02:32 That's really the biggest difference between movie clips and graphics.
02:35 There are some other differences and tricks between movie clips and graphics
02:39 when it comes to control of Timeline animation, which we'll talk about in the
02:44 section about tweening.
02:45 But for now, when you are trying to decide, should my new symbol be a movie clip or graphic,
02:50 just keep in mind, if you think you might ever want to make your symbol
02:54 clickable or otherwise control it with ActionScript, make it a movie clip.
02:58 Otherwise, graphic symbols could be a great choice to contain something like a
03:03 background graphic or a simple animation.
03:06
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Exploring button symbols
00:00 Let's take a look at the third and final type of symbol in Flash, the button symbol.
00:05 I'll be working in just a blank FLA document.
00:08 Let's create a button by grabbing our Rectangle tool.
00:10 I am going to choose a black stroke a blue fill and then under Rectangle Options,
00:16 I am going to bump up the rounded corners measurement so we get slightly rounded corners.
00:20 I will type in 10. And I am going to draw a rectangle on the Stage.
00:24 The next step is probably familiar.
00:26 Using my Arrow tool, I am going to select the rectangle shape and now
00:30 right-click and choose Convert to Symbol.
00:33 I am going to give it a name of boxButton.
00:35 In the Type dropdown, I am going to make sure that this is a button and click OK.
00:40 If you flip over to your library, you'll see the new symbol.
00:44 Buttons in the library have an icon of a finger pressing down on a button.
00:48 Now let's double-click on the instance on the Stage to go into the button's own timeline.
00:53 You will notice that just like with the other symbol types, the upper-left says
00:57 Scene 1 and then boxButton.
01:00 So we are editing in place the button's timeline.
01:02 You can see that a button timeline is different than that of a movie clip or a graphic symbol.
01:07 We've four frames here, each that have to do with what the user's mouse is doing.
01:12 The first keyframe shows what the button will look like when the user's mouse
01:15 is up, or unclicked.
01:17 It's basically what the button looks like when it's just hanging out on the Stage.
01:21 The next frame is for what the button will look like when the user's mouse is
01:25 hovering over the rectangle.
01:26 Well, let's give our user some nice visual feedback when they mouse over the
01:30 button by changing the color.
01:32 So the way we do that is in the Over frame, we will right-click and choose Insert Keyframe.
01:38 Flash copies the information from the Up frame into the Over keyframe.
01:43 So right now Up and Over look the same.
01:45 So making sure I've got the Over frame selected, I am going to click the fill of
01:50 the rectangle and change it to a light blue.
01:52 The Down keyframe is for when the user's mouse is pressed down on the button.
01:57 Let's give some visual feedback for the Down state,
01:59 so I am going to right-click and choose Insert Keyframe.
02:02 Now I am going to the select the fill in the rectangle and this time change it to green.
02:06 Let's test our movie by pressing Ctrl+Enter and indeed, when the mouse is up--so,
02:12 just not touching the rectangle--the button is blue.
02:15 When the mouse is over it, the rectangle is light blue, and when you press down
02:19 on your mouse, you see the green color we defined in the Down keyframe.
02:22 I am going to close the SWF.
02:24 Now button symbols can have layers too, and this could be useful for something
02:28 like giving our buttons some text.
02:30 So on the button timeline I am going to click the Add layer icon.
02:34 You can have as many layers in the timeline of your button symbol as you want,
02:38 just like the main Timeline.
02:39 I am going to move my playhead to the Up frame and I am going to grab my text
02:43 tool and in the Property inspector, make sure that it's a black color.
02:47 Now I am going to type the words Click Me.
02:50 You can see that Flash filled in Click Me on the Over and Down frames for you automatically.
02:55 If you hit Ctrl+Enter to test your movie, now you see your nice button with the
02:59 text working properly.
03:00 I am going to close the preview and go back to the button Timeline and delete
03:04 the text layer so we can look at something else.
03:07 So we've got Up, Over, and Down.
03:09 Well, how about the Hit state of the button?
03:12 Hit, as the name kind of implies, defines what area of the button is hot, or clickable.
03:17 Notice that even though there's no keyframe in the Hit frame, Flash is looking
03:22 back to the closest previous keyframe that has something drawn in it, and using that.
03:27 So it's using the area of the rectangle defined in Down for the clickable area.
03:33 And it's fine to leave a button this way.
03:35 You don't have to specifically define the Hit state.
03:38 You don't even have to define the Over and Down if you don't want to.
03:41 If you have just a keyframe on the Up state and nothing on the other frames,
03:45 your button will just always be blue.
03:48 The hot area will be the area covered by the blue rectangle, and that's because,
03:52 as we just said, if there's no keyframe on one of the button states, Flash just
03:57 looks back to whatever the last previous keyframe is and uses that information.
04:03 Having that Hit state can be nice if you want to do some fancy tricks.
04:07 Perhaps you want the button to highlight when the mouse just gets close to it but not on it,
04:12 so they Hit area being a little bit bigger than the colored area of the button itself.
04:17 This could be useful in a children's game where the child is still practicing
04:20 using the mouse, and having that extra Hit area makes it easier for them to
04:25 actually get the mouse on the button. So let's try it.
04:28 I am going to right-click in the Hit state and choose Insert Keyframe.
04:32 The rectangle is already selected,
04:34 so I am going to hit Q on the keyboard to bring up the Free Transform tool.
04:37 Now I am going to make the rectangle in the Hit area a little bit bigger.
04:41 I am going to move it a little bit with my arrow keys, and now when we test, you
04:46 can see that when the mouse gets close to the colored area but not quite on
04:49 top of it, the button starts reacting, because the Hit state is bigger than the colored area.
04:55 So let's close the SWF and go back to the FLA.
04:58 Another thing you could do is go back to your Hit state and move the rectangle
05:03 to a totally different area of the screen.
05:05 Now I am going to publish and see what happens.
05:08 Notice that the button doesn't react until I touch the Hit state way over up on
05:12 the top, with my mouse.
05:13 This could be really useful or really confusing to your user, depending on what
05:18 you're trying to do. I am going to undo that change.
05:21 One more useful thing that you can do with the Hit state is create an invisible button.
05:25 Invisible buttons are used a lot.
05:28 You can use them to make any area of your screen hot.
05:31 Maybe you have an area of text that you want to be hot.
05:34 Maybe you want to detect when the user's mouse passes over or clicks a
05:38 certain part of the Stage.
05:40 Banner advertisements you see on web sites rely heavily on invisible buttons.
05:43 You've probably noticed how you can click on almost any part of an ad and
05:48 then something happens.
05:49 Banner ads usually have the whole ad, or at least a large part of it, covered with
05:54 an invisible button
05:55 so it's super easy for the user to click anywhere and get more information.
05:59 So all you need for an invisible button is just something in the Hit state.
06:02 I am going to right-click on the Up frame and choose Clear Frames.
06:07 That clears out the frame's content. And now I am going to do it two more times
06:11 to get rid of the other two keyframes of Over and Down.
06:14 So now Up has a plain keyframe, Over and Down have nothing in them at all, and
06:19 Hit is the only keyframe that actually has something on the Stage.
06:23 On the upper-left, I am going to click Scene 1 to go back to the main
06:26 Timeline, and you'll notice that your button appears as a light blue.
06:31 This is only for you as the developer, to remind you that there's an
06:34 invisible button there.
06:35 If you test the movie, you'll see that the button doesn't appear at all.
06:39 However, I know that it's still there because when I mouse over where the
06:42 button is, my cursor turns into the little hand instead of the arrow.
06:47 Button symbols, just like movie clips, can be controlled by ActionScript as well.
06:52 Using my Arrow tool, if I click on the button and then open the Property
06:55 inspector, you will see the field for adding an instance name appears.
07:00 That's Flash's hook into this symbol to control it with ActionScript.
07:04 Just because the button changes colors when a user mouses over it doesn't mean
07:08 it actually does something when it's clicked.
07:10 You have to use ActionScript to detect that they clicked and then open up a
07:14 new browser window, or load in more content, or whatever that button is supposed to do.
07:19 Now here's a quick tip for you:
07:21 if you're like me and you aren't good at drawing buttons that look pretty, you
07:25 could go to the Window menu and then choose Common Libraries and then Buttons.
07:30 A panel opens up with a library of buttons that you can choose from.
07:34 I'll open this up a little bit so there's more that we can see, buttons oval.
07:38 So I will just browse through some of these here.
07:42 I like the Classic buttons because it has the Arcade buttons.
07:46 When you find one you like, you just drag it and drop it onto the Stage.
07:51 Open up your Library panel, and you'll see that there is now a folder that has
07:55 the assets that make up that button.
07:57 So here's the button symbol itself in the Arcade buttons area, and then button
08:02 assets has the different parts that make up the button.
08:05 So there we have the button symbols.
08:07 The button symbol's special timeline makes it easy to create buttons that
08:11 respond individually to user interaction. By giving buttons an instance name,
08:16 they can also be controlled by ActionScript.
08:20
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Applying 3D and color transformations to symbols
00:00 The transformations we've looked at so far, like affecting the skew, resize, and
00:04 rotation, can be applied to shapes and symbols;
00:08 however, there are a few other worthwhile transformations that can be applied
00:11 only to symbols or a special kind of text called TLF text that we'll talk about soon.
00:17 I will demonstrate these transformations in the file called transforms.fla in
00:22 the exercise files for this video.
00:25 We have our Roux Academy logo again, and when I click it, it shows in the
00:29 Property inspector that this is an instance of a movie clip symbol.
00:32 In our Property inspector further down, I am going to expand the heading
00:36 that says Color Effect.
00:38 In the Style dropdown, I am going to choose Alpha.
00:41 Alpha refers to how opaque or transparent an object is.
00:44 To fade the logo out, I will slide the slider bar to the left. An Alpha of 0
00:49 means that the object is totally transparent,
00:52 so an Alpha of 100 means it's totally opaque.
00:55 You can also type in Alpha if you wish.
00:57 I am going to type in 100 again, so the logo is totally opaque.
01:01 Now, in the Style dropdown, I will choose Advanced.
01:04 Here you see values for Alpha as well as the Red, Green, and Blue channels.
01:09 If I mouse over the 100% for the Blue and then slide to left, the blue colors
01:14 in the logo fade away and we go green.
01:17 In the Style dropdown, I will choose None to reset all the values back to the
01:20 default, and then I will open it again and choose Tint.
01:24 So if I put 255 for Red and 0 for everything else, the logo looks like it did
01:29 before, just hanging out on the Stage.
01:31 But as I turn up the Tint, the logo turns Red.
01:34 If I turn Red down and turn up the Green again, it turns green.
01:38 Now, I will choose Brightness in the Style dropdown.
01:40 You will notice that the Tint settings are taken away.
01:43 Flash can apply only one or the other at one time.
01:47 The Brightness slider works much like it does in other image editing programs
01:51 you may have worked with.
01:51 You can make the image brighter or not bright at all, and the effect of this is
01:56 going to vary depending on the image you're working with on your screen.
02:00 So, after all that, I'll set the Style dropdown back to None so our logo is back
02:04 at its default look.
02:06 Remember that all of these color effects that we just looked at can be applied
02:09 to movie clips, graphic symbols, button symbols, and TLF text.
02:14 The next type of transform we're going to look at rotates objects in 3D space.
02:19 It doesn't actually give objects three dimensions;
02:22 it just allows you to rotate them on the X, Y, and X axes, as you'll see in a moment.
02:27 The thing to remember about 3D rotation is that it can only be applied to
02:31 movie clips and TLF text;
02:33 it won't work on regular shapes, button symbols, or graphic symbols.
02:37 But 3D rotation can cause a real revolution for your movie clips.
02:41 So with my logo still selected, I will choose the 3D Rotation tool in the toolbar.
02:46 It's the fourth from the top and looks like a globe with an arrow around it, and
02:50 you'll notice that there's another tool in the flyout menu,
02:52 so be sure you've got the correct one.
02:54 Notice we now have a series of control lines over our logo.
02:58 When I approach one of the green lines, you'll see a little Y appear next to
03:02 the mouse, telling us that we're about to manipulate the 3D Y axis.
03:07 So I will click and drag the line to see the effect, and you can see it's
03:10 rotating along the axis that goes vertically up and down, the Y axis.
03:14 You can see that the logo looks like a flat piece of paper as it rotates.
03:18 It doesn't have depth or width as it rotates.
03:20 It's Flash's simulated 3D that simply rotates the object around.
03:24 So I am going to undo that change. Similarly, the red line affects the 3D X axis.
03:30 So you can see it rotating around the horizontal X axis.
03:35 So I'll undo that change by hitting Ctrl+Z on my keyboard--
03:38 that's Command+Z on a Mac.
03:40 The blue line affects the 3D Z axis, which affects an object looking like it's
03:46 getting closer or farther away,
03:47 but here in this situation, it just gives us basically regular rotation, similar
03:52 to what you get with the Free Transform tool.
03:54 I am going to undo that. And now if you click and drag the orange line, you
03:59 affect all three axes at once, which I think is a little harder to control and
04:03 actually know what you're doing.
04:05 One useful tool is to pop open the Transform panel by hitting Command+T or
04:10 Ctrl+T on your keyboard.
04:12 Here in the 3D Rotation area, you can either slide or type in a value for
04:16 each one of the axes.
04:17 So I will change the X and the Y. This is also a great way to set everything
04:23 back to 0 if you want to start over.
04:26 You could also hit this Remove Transform button.
04:29 I am going to pull the Transform panel out so it stays open as we continue to
04:34 work, and now I will close these other panels.
04:36 Notice I can also move the 3D Center point, either by clicking and dragging on
04:41 the number in the Transform panel or just clicking and dragging on the
04:45 transformation point with my mouse.
04:47 Now, when I rotate the object, you'll see that the rotation centers around the
04:51 new location of the registration point.
04:53 I am going to undo all those changes so the registration point is back in the center again.
04:58 Now, I am going to give my logo a simple rotation with the green line, or the
05:02 Y axis, one more time.
05:04 Now, I am going to choose the 3D Translation tool, which is in the flyout menu,
05:09 underneath the 3D Transform tool.
05:11 The 3D Translation tool helps move your object in 3D space, taking into account
05:16 how it should look relative to its 3D position.
05:20 So I can move it up and down using the green arrow for the Y axis, and the right
05:24 and left using the red arrow for the X axis.
05:27 You can see how it changes my logo as I move it right and left across the screen.
05:31 Let's get rid of that Transform panel.
05:35 Notice what it does when I click and drag the center point with my mouse to
05:39 scale the logo up on the Z axis.
05:42 So, note that the Rotation tool is for rotating the object, the Translation
05:47 tool that we're using now is for moving it left and right, up and down, and
05:51 forward and backward.
05:52 Notice also in the Property inspector that there's an area called 3D Position and View.
05:58 Here you have just the regular X and Y positions of the object, along with the
06:02 Z and the Width and the Height.
06:04 You can also change what's called the Camera Angle, so I will click and drag on
06:08 the number to increase this.
06:09 You can imagine it's kind of what it would look like if you moved a camera right
06:13 up close next to the logo and looked through the Viewfinder.
06:16 I am going to undo that because using the camera angle maybe gets a little more
06:20 clear when you combine it with using the vanishing point.
06:24 Think of the vanishing point like when you're looking down a perfectly straight road.
06:28 As your eye looks towards the horizon, the edges of the road converge toward each other.
06:33 When you look at the horizon line, the road disappears into a single point.
06:37 If I move the X control for the vanishing point, you can see the little gray
06:40 lines, or crosshairs, on the screen that indicate where the vanishing point is.
06:44 Then I can change the Camera Angle really a lot, and you can see the logo image
06:49 stretch, and all the lines converge at the vanishing point.
06:52 So I am going to undo that.
06:54 Now, I think using the 3D Rotation and Translation tools are kind of like golf;
06:59 you don't have to completely understand them to enjoy playing with them,
07:02 especially when using them for the first time.
07:05 You can create some really fun and interesting effects with this 3D rotation,
07:09 especially combined with simple animation.
07:12 In any case, remember that the 3D effects can only be applied to movie clips and
07:16 TLF text, nothing else.
07:18 The Color effects that we tried earlier, like Alpha or Brightness, can be applied
07:23 to all three kinds of symbols and TLF text.
07:27
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Troubleshooting problematic selections and seeing their properties
00:00 Sometimes when you're authoring in Flash, especially if you're new to the
00:03 program, you might not be able to select something on the Stage that you expect
00:07 to. Or maybe you don't see items in your Properties panel that you expect.
00:12 So here are a few troubleshooting tips.
00:14 To start off, I'm going to try and select the star, and you can see that when
00:18 I do, obviously I haven't selected; I've drawn something, and that's because I
00:22 have the Brush tool selected.
00:24 I'm going to undo that change.
00:25 Now, it may seem super simple, but just make sure that you've got the right tool selected.
00:31 So I'm going to use the Arrow tool, and of course now when I select the star, it works.
00:35 Another option is to make sure you click on the Stage or the pasteboard to make
00:39 sure you've deselected everything first.
00:41 Then try selecting your item again.
00:43 You could also hit Ctrl+Shift+A on a PC or Command+Shift+A on a Mac to make sure
00:50 that everything is deselected and then try again.
00:53 Again, this may sound super simple, but it's a common tripping point for
00:57 those new to Flash.
00:58 So now I'm looking for a small blue star.
01:01 I know there's one in this FLA file, but I don't see it.
01:04 So one thing to check is to make sure that all of your layers are visible.
01:08 It can be really easy to think you've lost something when really the layer
01:12 is just turned off.
01:13 If I turn on the blue star layer here in my layer stack, there's my blue star.
01:18 So I'll click on it with my Arrow tool.
01:20 Now I want to see the properties for the Flash movie itself, like the frame
01:25 rate, the background color, and the stage dimensions.
01:27 But right now the Property inspector is showing me something else.
01:31 It's telling me the properties for the blue star.
01:34 The solution here again is to use the Arrow tool to click a blank part of the
01:38 Stage or the pasteboard and make sure that everything is deselected, and now I
01:42 can see the properties for my FLA document.
01:45 Another super-common tripping point is forgetting to double-click on Merge
01:50 Drawing Shapes to select the fill and the stroke.
01:53 I'll click once on my red star and move the fill, and of course the stroke is left behind.
01:58 It can get really confusing to have your stroke and fill end up on different
02:02 layers, or worse, turn the fill into a symbol and then just totally leave the stroke behind.
02:08 So try to remember to double-click on shapes if they've been drawn in Merge
02:13 Drawing mode to get both the fill and the stroke.
02:15 You could also group things together so that they move as a unit, and you
02:19 don't have this problem,
02:21 by selecting them and then going to Modify > Group.
02:25 Alternatively, you could also use Object Drawing mode, which has the fill and the
02:29 stroke stuck together by default.
02:31 Now I'm going to try to select my rectangle, but it's not working.
02:36 The problem is that the rectangle is on the rectangle layer, but the layer is locked.
02:42 Once I unlock, it works.
02:43 Now here's another one.
02:45 If you can't seem to select an item, check that the item is actually on the
02:49 layer that you expect.
02:51 For example, I'm trying to select my circle now, but it's not working.
02:56 If you look at the circle layer in the Timeline you'd think that the circle
02:59 would be on the circle layer.
03:02 But that layer only has a blank keyframe,
03:04 so the circle must be on another layer somewhere.
03:07 One way to tell where it is is to turn the visibility of each layer on and off
03:12 one at a time by clicking on the little icon that looks like an eye that
03:15 appears adjacent to the layer name.
03:18 So I'll try the star layer. It's not there.
03:20 It's not on blue star.
03:22 It's not on rectangle. And there it is.
03:25 The circle is on the hexagon layer.
03:28 So to move it to the circle layer, I should make sure that both the hexagon and
03:32 the circle layers are unlocked.
03:34 Now I'm going to select the circle and cut it by using Ctrl+X on my
03:38 keyboard, Command+X on a Mac.
03:40 Now the layer I want to move it to-- the circle layer--I'm going to click on the
03:44 keyframe where I want the circle to appear, and now I'm going to choose Paste in
03:49 Place from the Edit menu, and now my circle is on the correct layer.
03:54 Finally, let's say I'm trying to grab this text here that says hello.
03:58 So I can move the box that it's on, but I can't seem to get the text itself.
04:03 Now one thing to check is to make sure you're not dealing with a nested timeline.
04:08 If you look in the Property inspector, you'll see that this hello box is an
04:12 instance of the graphic symbol.
04:14 If I double-click it, I go into its timeline.
04:17 That's where the hello text is, so now I can grab it and move it around.
04:21 Sometimes the opposite problem happens when you're trying to select something on
04:25 the main Timeline but you've accidentally clicked into a nested timeline.
04:29 To check, look on the upper-left of your screen.
04:32 Does it say Scene 1?
04:33 If it does, you're on the main Timeline.
04:35 If it says Scene 1 and then something else, like nested, as in our example right
04:40 now, you've stepped into the timeline of something on your Stage, either a
04:44 symbol or a grouped shape.
04:45 Click on Scene 1 to return to the main Timeline.
04:48 Now these are all super-common mistakes for those new to Flash, and they're great
04:52 practice for debugging movies.
04:55
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8. Motion Tweens
Creating motion tweens
00:00 Much animation in Flash is built with what's called the motion tween.
00:04 The term tween comes from the first days of animated cartoons.
00:08 Imagine your favorite cartoon character in one pose with their arms up.
00:12 Then imagine the character in another pose with their arms down.
00:15 The senior animators would draw those mainframes, which you can think of like
00:19 keyframes. Then the junior animators would then draw in all the in-between
00:23 frames so that when they're played in quick succession, it looks like the
00:27 character was moving.
00:29 In Flash, what you as the developer do is define the keyframes.
00:33 Flash takes care of the in-betweening for you.
00:35 To practice with motion tweening, I am going to open up a new blank FLA
00:39 document and save it as a ball.fla in the end folder in the exercise files for this chapter.
00:45 I am going to select my Oval tool.
00:50 I am going to choose a gradient red for the fill and give it no stroke.
00:55 Now, I am going to draw a circle on the Stage.
01:00 It doesn't really matter if you're using Merge or Object Drawing mode because to
01:04 motion tween something on the Stage, it has to be either a movie clip symbol or a
01:08 graphic symbol or oddly enough, TLF text, which we haven't covered yet.
01:12 For now, we have to convert our shape into a movie clip.
01:15 So I will use my arrow to select the circle and hit F8, or you could right-click
01:20 and choose Convert to Symbol.
01:22 Let's give this symbol the name of Ball and make sure that movie clip is
01:27 selected in the Type dropdown.
01:33 The workflow you need to use when creating a motion tween is tell Flash where
01:37 you want it to start, apply the motion tween, and then tell Flash where you want it to end.
01:42 So we'll start by telling Flash where we want the animation to start.
01:46 We are going to have the ball moved from the left to the right, so it's actually
01:50 probably okay just here on the left side of the Stage.
01:52 The next step is to apply the motion tween, but our movie is only one
01:56 frame long. Animation by definition happens over time, so we need to
02:00 extend our Timeline out.
02:02 I'll click on the Stage and look in the Property inspector, and we are at the
02:05 Flash default of 24 frames per second.
02:09 Let's go for a one-second animation, so let's extend the Timeline out to 24
02:13 frames by selecting frame 24 in our layer and hitting F5, or right-clicking and
02:19 choosing Insert Frame.
02:21 Now, we can apply the motion tween.
02:23 Select any of the 24 frames;
02:25 it doesn't matter which one.
02:27 Then go to the Insert menu and choose Motion Tween, or you could right-click on
02:32 the frame and choose Create Motion Tween;
02:34 that works just as well.
02:35 You will see that the frame span now turns blue, which is the indication that
02:40 it's a motion tween span.
02:43 If you scrub your playhead across the frames, of course the ball doesn't do anything.
02:46 We have told Flash where we want it to start and apply the tween, but we haven't
02:50 told it where we want it to end.
02:51 So I will move the playhead to frame 24 by clicking on the gray bar above the
02:56 Timeline at frame 24.
02:58 Now I will move the ball over to the right-hand side of the Stage.
03:03 You will notice two things: first,
03:05 a green line across the Stage that indicates the path the ball will take; secondly,
03:11 a new little diamond on frame 24 in the Timeline.
03:15 Flash creates this ending keyframe for you automatically when you define the
03:19 end state of the tween.
03:20 So I am going to test the movie to see the results, and indeed, the ball moves
03:24 from left to right and plays over and over as the playhead runs out of frames at
03:28 24 and starts over again at frame one.
03:30 I am going to close the SWF. And let's say I want to change the position of the
03:35 ball a little bit on frame 24.
03:37 Well, that's no problem.
03:39 I am just going to make sure that my playhead is still on frame 24, which it is,
03:43 and then move the ball.
03:44 The path of the motion tween is updated accordingly, and I am going to test to see the effect.
03:54 I'd like to point something out.
03:56 I am going to close the SWF and in Flash right-click anywhere in the tween span
04:01 on the Timeline and choose Remove Tween.
04:04 The blue color goes away and the ball is just at the position defined in the
04:08 keyframe on frame 1.
04:10 So when we made the tween, remember we had said, move the playhead to frame 24
04:15 before moving the ball to the right-hand side of the Stage.
04:18 Now that's important, and I'll show you why.
04:20 When I right-click in the middle of the tween span, around frame 10, and
04:25 Create Motion Tween.
04:28 The tween is applied, and you can tell because the Timeline is turned blue.
04:32 This time I am going to leave my playhead where it is on frame 10 and move the
04:35 ball to the right-hand side of the Stage.
04:39 See how the keyframe indicating the end of the tween has now appeared on frame 10?
04:45 Let's test the movie to see the result. The ball moves all right, but it's
04:49 faster since it does its motion in only 10 frames.
04:52 It also hangs out on the right side of the screen for a moment before starting
04:57 over, and this makes sense since the ending keyframe is at frame 10 and the ball
05:03 stays in the same position until frame 24.
05:06 So paying attention to where your playhead is when you define where you want the
05:10 motion tween to end is pretty important.
05:13 So remember, our workflow is to tell Flash where you want a motion tween to
05:17 start, apply the motion tween, and then tell it where you want it to end, being
05:22 careful where your playhead is when you defined that end state.
05:26 We are going to practice this workflow one more time.
05:29 I am going to close ball.fla and open the file called motionTweens.fla from the
05:35 start folder, in the exercise files for this chapter, and I will save a copy
05:39 into the end folder.
05:40 I am going to choose Fit in Window so we can see everything.
05:50 And you will see we have got a solar-powered home here.
05:52 We are going to animate some toast popping out of the toaster that's sitting on
05:57 the kitchen counter.
05:59 In the Timeline, we have four layers:
06:01 one with the house itself on it, one with the sun, one with the actual toast
06:06 itself--it's pretty small--and then a layer with the toaster.
06:10 What we are interested in here is the toast on the toast layer, so
06:14 everything else is locked.
06:15 Since the toaster's so small, I am going to zoom in a little bit so we can
06:18 actually see what we were doing.
06:26 When I click the toast and look in the Property inspector, we can see that the
06:30 toast is a drawing object.
06:31 In fact, we've got two of them; each piece is its own drawing object.
06:35 You have to have a symbol to create a motion tween,
06:38 So I am going to hit Ctrl+A on my keyboard to select all the parts of the
06:41 toast on this layer.
06:43 Now I am going to right-click the toast and choose Convert to Symbol.
06:46 Let's give it the name of "toast" and choose Movie Clip out of the dropdown and say OK.
06:52 Remember, the first step in our workflow is to tell Flash the position where we
06:56 want the tween to start.
06:57 So I am going to move my toast down so it's hidden behind the toaster.
07:02 Next, we apply the motion tween, so I'll right-click one of the frames on the
07:06 toast layer--it doesn't matter which one--and choose Create Motion Tween.
07:10 The frames turn blue to indicate that the tween is there.
07:13 Let's have the toast take 12 frames to jump up, so I will move my playhead to
07:17 frame 12 and then move the toast up above the toaster. And that's it.
07:27 When I scrub the playhead, the toast pops up.
07:29 After frame 12, we have another 36 frames where there's no more motion.
07:34 It's just extra frames so that the toast holds its position so you can grab it
07:38 out of the air and eat it before the playhead jumps back to frame one.
07:41 I will test my movie and there we go, solar-powered breakfast.
07:49 So now you have seen how to create motion tweens.
07:52 Once again, the basic workflow to remember is tell Flash where you want the
07:55 tween to start, apply the motion tween, and then tell Flash where you want it to end.
08:00
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Modifying motion tweens
00:00 Let's create a simple motion tween and then look at how to modify it after it's been created.
00:06 I'll be working with the file ball.fla from the exercise files for this chapter.
00:10 It's 24 frames long and when I click on the ball and look in the Property
00:14 inspector, we see that it's already a movie clip symbol.
00:17 To create the motion tween, we'll follow the workflow of telling Flash where we
00:21 want the tween to start,
00:22 applying the motion tween, and then telling Flash where we want the tween to end.
00:27 So, the position the ball has on frame 1 is a fine starting point, so I'll
00:31 move on to step 2 by right-clicking anywhere in the Timeline and choosing
00:35 Create Motion Tween.
00:37 The frames turn blue to indicate that a motion tween is on this layer, so now
00:42 I'll tell Flash where I want the tween to end by moving my playhead to frame 10
00:47 and then moving the ball over to the right-hand side of the Stage.
00:50 A keyframe is created for us on frame 10 and when I publish the movie, we see
00:56 the ball move over the course of 10 frames. Then it hangs out a little bit while
01:00 the remaining 14 frames play. Then it starts over.
01:03 So, let modify this tween.
01:05 I'm going to move my playhead to frame 24.
01:09 These frames are still motion tween frames, so there's no reason we can't make
01:13 the ball move back to the left side of the screen.
01:15 So, I'll move the ball back to the left side of the Stage and notice that a new
01:20 keyframe is added to frame 24.
01:23 When we test the movie, cool!
01:25 The ball is bouncing back and forth.
01:27 So you've been a little bit clever here by having this center keyframe act as an
01:33 ending keyframe and a starting keyframe.
01:36 You'll probably notice that the bouncing was a little bit uneven. The ball is
01:40 going to the right over the course of 10 frames but going back to the left over
01:44 14. So, to fix this, I'll just select the middle keyframe.
01:49 If Flash selects the entire span for you, hold down the Ctrl key, or the Command
01:54 key on your keyboard, so you get just that keyframe.
01:57 Now I'm going to move it over to the right, to frame 12.
02:00 Now I'll test again, and the bouncing is more even.
02:06 If you've made a tween too long or too short, you can simply grab the end of the
02:11 tween and move it, so I'm going to shrink my tween down to 12 frames long.
02:16 The keyframe in the middle is still at the same relative spot, and when I test
02:20 again, we now have a very fast bouncing ball.
02:22 Now what happens if you create a tween but later figure out that you need it to
02:28 appear just later or earlier on the Timeline?
02:31 It's simple enough.
02:32 I'm going to click and drag the tween span down the Timeline to start at frame 24.
02:37 When I test again, we see 24 frames of nothing; 12 frames of a fast-moving,
02:46 bouncing ball; and then it starts over.
02:51 Finally, let's say I've got a keyframe that I don't want anymore.
02:55 I want to delete the end keyframe.
02:57 I'm going to hold down Ctrl or Command on the Mac to select just the ending keyframe.
03:04 Now I'll simply right-click on the keyframe and choose Clear Keyframe.
03:10 Notice that Flash gives us this dropdown to delete position, scale, skew,
03:14 rotation, and so on.
03:16 Flash keeps track of each of these properties separately by keyframe, so you
03:20 could modify maybe just the scale, but not the skew.
03:24 In our case we want to get rid of the keyframe altogether, so I'm going to
03:27 choose All. And now when I scrub the playhead, we see the ball moves to the right
03:34 and then just hangs out for the rest of the Timeline.
03:43 So, those are some of the most common things you'll likely want to modify
03:46 with your motion tweens.
03:47 We'll look at more techniques for modifying tweens in the upcoming movies.
03:51
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Using motion tweens in 3D space
00:00 If you're familiar with motion tweens, and you're familiar with rotating items
00:04 in Flash, with a 3D Rotation tool,
00:06 you'll probably enjoy combining those two techniques.
00:10 Here we have a house powered by solar energy and we want to show how the garage door opens.
00:16 When I click somewhere on the pasteboard and look in the Property inspector, you'll
00:19 see that the frame rate is 24 frames per second.
00:22 The file also has two layers in it: a garageDoor layer and a house layer, which is locked.
00:28 So to have the garage door open, we'll create a motion tween and use the 3D
00:33 Transform tool to manipulate the door into the correct position.
00:37 Remember that to create a motion tween you have to be working with a movie clip
00:41 symbol or a graphic symbol.
00:43 I'll select the garageDoor and looking in the Property inspector, we can see that
00:47 it's already a movie clip, so that part is done.
00:50 The movie is currently one frame long, so we'll need to extend the Timeline out
00:55 so the motion tween actually has time to occur.
00:57 I going to select frame 24 on the garageDoor layer,
01:01 hold down Shift on the keyboard, and then click frame 24 on the solar house layer.
01:06 Now I'll insert frames by right- clicking and choose Insert Frame, or you could
01:11 use the keyboard shortcut of F5.
01:14 We know that we have to tell Flash how we want the motion tween to start,
01:18 apply the motion tween, and then tell Flash how we want the tween to end.
01:23 The position of the garage door on frame 1 is just fine for the start position.
01:27 So, now I'll right-click on the Timeline on the garageDoor layer and choose
01:31 Create Motion Tween.
01:32 Now I'll move playhead to frame 24. Making sure the garageDoor is still selected,
01:38 I'll the 3D Rotation tool from the toolbar.
01:42 We want the garage door to open up,
01:44 so I'll move along the X axis.
01:46 So I'll approach the red line with my mouse and click and drag to rotate the garage door up.
01:52 And that doesn't look quite right.
01:54 It's rotating up, but it's rotating around the point in the center.
01:57 It would look better if the movement originated from the top of the garage door,
02:02 so I am going to undo my changes and now I'm going to click and drag the rotation
02:06 point up to the top of the garage door.
02:12 Now when I click and drag the red line, the garage door rotation looks more convincing.
02:17 I'll rotate it all the way up so it looks like it gets totally flat and disappears.
02:24 I'll scrub the playhead to preview the effect. It looks good,
02:27 but I like the garage door to stay open for a moment before the movie starts over,
02:31 so I'm going to select frame 48 on both layers and right-click and insert frames.
02:40 Now when I test the movie, the garage door opens up and stays open for a moment
02:44 before the movie starts over.
02:45 So you can see that once you've mastered motion tweening and figured out
02:51 rotating items in 3D space, combining the two really just uses the same process
02:56 as setting up a motion tween that doesn't involve 3D rotation.
03:00 By now it probably sounds like a broken record, but the key is to remember the
03:04 workflow for creating motion tweens.
03:06 Tell Flash where you want it to start, apply to motion tween, and then tell it
03:11 where you want it to end.
03:12
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9. Motion Tweening Tools and Techniques
Exploring cool tools for motion tweening
00:00 Say hello to the monkey family. They are going to help demonstrate a number
00:03 of ways you can monkey around with your motion tweens to make their effects more complex.
00:08 You will notice that our frame rate is 24 frames per second and the movie is 48 frames long,
00:13 so our movie is two seconds long.
00:15 We have eight monkeys and the effect that each one is going to demonstrate
00:19 is labeled above them.
00:20 You will note that each monkey is on its own layer and the layers are named
00:24 according to the effect that will be demonstrated.
00:27 So here's the grow monkey and the alpha monkey and the easeIn monkey and the
00:32 easeOut monkey, and so on.
00:34 Each monkey has already had a simple motion tween applied.
00:37 When I scrub the playhead, you will see that all eight monkeys go from the top
00:41 of the Stage to the bottom.
00:43 So let's start with grow.
00:44 I am going to turn the visibility of all the layers except the labels layer and
00:49 the grow layer off, so we can see what we were doing.
00:51 I will unlock the grow layer and now move the playhead to frame 48.
00:57 I am going to select the monkey on frame 48 and press Q to bring up the
01:01 transformation handles.
01:03 I am going to scale the monkey up.
01:11 Now when I scrub the Timeline, you can see the monkey grow as he goes through his motion tween.
01:16 So motion tweens allow you not only to move items on the Stage, you can also
01:20 change their sizes they move.
01:22 I am going to grab my Arrow tool and now lock and turn off the visibility of the grow monkey.
01:28 I'll unlock and make visible the alpha monkey, the big boss.
01:31 I will move my playhead to frame 48, select the monkey, and in the Property
01:37 inspector, under Color Effect, choose Alpha.
01:42 Now I will move this slider down to 0 or you could just type in 0, so on frame
01:46 48 the monkey is totally faded out.
01:49 I will scrub the Timeline to see the effect.
01:53 You can see he fades out.
01:54 And using this technique is very common for fading items in and out onstage.
01:59 So that's it for alpha monkey.
02:01 I am going to lock and hide him.
02:02 Now I am going to unlock and turn on easeIn monkey.
02:06 Easing affects how fast or slow an object is moving at the start and end of its motion.
02:13 To change the easing, I am going to click once on the monkey. And notice the
02:17 little line on the Stage that indicates the path that he moves along.
02:21 When I click on the path, the Property inspector changes to tell us information
02:24 about the motion path itself.
02:27 Under the Ease section, I'll click and drag on top of the 0 to the left to make
02:32 the Ease -100. Or you could just type it in.
02:35 I will hit Enter on my keyboard to see the effect.
02:39 The monkey starts out slow and speeds up as he falls out of the tree. Ouch!
02:44 Poor monkey! Gravity sucks.
02:46 So I will lock and hide the easeIn monkey and now turn on the easeOut monkey.
02:52 You can guess what we are going to do here.
02:53 I am going to click the monkey so that we can see the motion path and then click
02:57 on the motion path itself.
02:59 Now over in the Ease section in the Property inspector, I'll change the easing
03:02 to 100, and I will hit Enter on my keyboard to preview the effect.
03:09 The monkey starts off faster and slows down near the end of the motion tween,
03:13 coming to a smooth stop.
03:15 So that's it for this guy.
03:16 I am going to lock and hide him, and we will turn on the rotate monkey.
03:20 So how is this monkey going to get down from the tree?
03:23 Well, you don't get down from a tree;
03:25 you get down from a goose.
03:27 For this guy I'll click the monkey so we can see the motion path and then
03:30 select the path with my arrow.
03:32 In the Property inspector in the Rotate area, let's type in 2.
03:37 Notice the Direction dropdown has defaulted to CW for clockwise.
03:42 If you open it up, you will see that CCW for counter-clockwise is also a choice.
03:46 I will stick with CW.
03:48 Now I will hit Enter on my keyboard to see the effect.
03:51 Wow! That's pretty crazy.
03:54 So that's enough for rotate monkey.
03:56 I am going to lock and hide that layer and now unlock and turn on the path layer.
04:00 For our next trick, I will click on the monkey, so we can see the motion path,
04:07 and then I am going to approach it with the mouse.
04:09 You will see a curved line appear next to the arrow when you get close to the path.
04:14 Then I will click and drag it. You can see that you can actually curve the path.
04:18 I'll hit Enter to see the effect.
04:20 It's kind of an unnatural movement for a monkey, but it's good to know that
04:24 you can have something more complex than just a straight line for a motion tween path.
04:29 If you click the path again, you can also move the entire path somewhere else on the Stage.
04:33 I am just going to undo that change.
04:37 So I am going to lock and hide path monkey and unlock and turn on the orient layer.
04:42 I'll click the monkey so we can see the motion path and do a similar thing
04:46 to what we just did.
04:47 I will stretch this motion path kind of up and to the right.
04:52 So I will hit Enter so we can see the effect, and now I'll click on the motion path again.
04:59 In the Property inspector, I am going to click this little checkbox that
05:02 says Orient to path.
05:04 Right away you can tell something has happened.
05:05 I will hit Enter to see the effect,
05:08 and we can see that the monkey's orientation now follows the motion path and
05:12 he lands on his head.
05:13 So the doctor says "No more monkeys jumping on the bed," but imagine if you had
05:17 a rocket following a curved trajectory into space, or maybe a car driving up and
05:22 down a hill. The motion is more realistic if the nose of the car points up and
05:27 down the hill as it drives, and that's where Orient to path really comes in handy.
05:31 Also notice that the motion tween is now a succession of keyframes in the Timeline.
05:37 Flash has added in a keyframe on each frame to account for the unique position
05:41 and rotation of the monkey.
05:43 I will imagine how much time that would take you to rotate the monkey frame by
05:46 frame like that, by hand.
05:49 So we will lock and hide this layer and unlock and turn on Swap.
05:54 It will probably happen to you in your Flash career where you have got things
05:57 all set up onstage, motion tweens in place, and you will find need to swap out
06:01 some of your symbols onstage for something else. Maybe the design gets updated
06:05 and you have to integrate new artwork, maybe you are just tired of monkeys and
06:08 you're ready for something else, whatever.
06:10 It's happened to me many times where I have things all set up onstage, changes
06:14 are needed, but I don't want to rebuild everything.
06:17 Fortunately, it's easy to swap things out in Flash.
06:20 I will click on the monkey to demonstrate.
06:22 It doesn't matter which frame the playhead is on; Flash knows I'm talking about
06:26 the monkey during the entire motion tween.
06:29 You can see that the entire thing is selected in the Timeline.
06:32 In the Property inspector, near the top, I am going to click the button that says Swap.
06:38 Flash gives me a dialog box that essentially shows me what other items I have in my library.
06:43 I will select the elephant and click OK.
06:46 Now I will hit Enter on the keyboard and you can see that we have an elephant in
06:49 place of our monkey.
06:50 Notice also that the elephant has been scaled down to match the size of the
06:55 monkey that it replaced.
06:57 To prove it, I am going to quickly make an extra layer and drag and drop an
07:00 instance of the elephant from the library onto the Stage.
07:06 You can see that it's much bigger,
07:08 so Flash did that scaling down for us automatically.
07:11 I am going to delete this new layer.
07:15 And now I will lock all the layers and turn the visibility of all of them on.
07:20 So that's the end of our motion tweening tips and tricks, and I hope you will
07:24 find them useful in your future animation projects.
07:26 But of course, after all that, we can't end without testing the movie and
07:30 seeing the full effect of all the monkeys and the parachuting elephant all at
07:34 once, and you really do see here just how many options you have for motion
07:38 tweening right within Flash.
07:40
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Exploring motion presets
00:00 Motion presets are pre-built effects that you can apply to your motion tweens in Flash.
00:05 To demonstrate, I have opened up motionpresets.fla from the exercise files for this chapter.
00:11 We have a single layer that's 48 frames long with a blue ball on the Stage.
00:15 I'll the select ball and looking in the Property inspector, you can see
00:18 that it's a movie clip.
00:19 I am going to apply a quick motion tween, so I'll right-click in the frame
00:24 span and choose Create motion tween.
00:26 Now I'll move my playhead to frame 48 and move the ball to the right side of the
00:30 Stage. I'll hit Enter on keyboard to preview this simple motion tween.
00:37 Now under the Window menu, I am going to choose Motion Presets.
00:42 The Presets panel opens up, and I'll stretch it out so we can see a little bit better.
00:47 I'll open up the Default folder, and you can now scroll through a whole bunch of
00:52 pre-built effects that you can apply to the motion tween.
00:54 You click on any one of them to preview.
00:56 I'm going to choose bounce-in-3D. That's pretty cool.
01:03 So how about smoke? And now spiral-3D.
01:16 You can take as much time as you want to look through these,
01:18 but for now I am going to choose wave and click Apply.
01:22 Flash asks you if you want to replace the current motion with what you've
01:26 selected. I am going to click Yes.
01:27 You'll see that the Timeline and the motion path of the ball have been
01:31 updated automatically,
01:33 so I'll test the movie.
01:39 Back in Flash, I'll now make sure that the ball is still selected and I'll try one more.
01:46 I'll choose zoom-out-3D and hit Apply.
01:52 Yes, I want to replace the current motion with the new selection, and now
01:57 I'll test the movie.
01:59 So, the motion presets are fun, easy ways to add some sophisticated motion
02:04 to items on the Stage.
02:05 Remember, you'll find the motion Presets panel by going to the Window menu and
02:09 then Motion Presets.
02:11
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Copying and reversing motion tweens
00:00 Sometimes it's useful to be able to have an exact copy of some of your frames,
00:05 for instance if you have a tween on one movie and want to copy it to another.
00:08 Flash can do this work for you, so to try it out, I'm going to be working in
00:12 copyReverse.fla from the exercise files from this chapter.
00:17 Let's test this movie quickly to see what it does.
00:20 The elephant comes on, then the monkey, and then the giraffe. The jungle
00:24 background stays on the whole time.
00:28 Back in Flash, I'll scrub my Timeline, and we can see the keyframe on frame 24 on
00:33 the elephant layer where the elephant comes on, and then here's the keyframe for
00:37 the monkey and for the giraffe.
00:38 Well, I want to have my animals come on screen but then go off screen in
00:43 the opposite order.
00:45 To copy my frames, I'll click on frame 1 of the background layer.
00:49 Now I'll hold down Shift on my keyboard since I went to multiple-select a whole
00:53 bunch of frames, and now click on frame 96 of the giraffe layer.
00:57 I'll right-click and choose Copy Frames.
01:00 I'm going to paste my frames starting on frame 97.
01:05 So I'll click on frame 97 on the background layer, hold down Shift, and select 97
01:10 on the giraffe layer.
01:12 So I'm basically just telling Flash where I want it to put the frames.
01:16 Now I'll right-click and choose Paste Frames.
01:20 So that's half the job.
01:21 I just need my frames reversed so the animals disappear off the screen.
01:26 If I test now, you see they come on twice in a row.
01:37 So I'm going to select all the frames that I just copied by holding down
01:40 the Shift key and then clicking to select, and now I'll right-click and
01:45 choose Reverse Frames.
01:50 Scrubbing the last half of the Timeline, we see the animals disappearing.
01:55 And I'll test the movie to see the final effect.
01:59 So they step on one at a time and then they step off.
02:06 It works pretty much the same way for copying, pasting, and reversing
02:10 motion tweens as well.
02:11 I'll now open the file called copyReversetween.fla.
02:15 I'm going to save a copy of it right away into the end folder.
02:25 I'm going to move my Timeline a little bit, and now I'll choose Fit in Window so
02:37 we can see the entire house.
02:39 I'm going to move my playhead to frame one, and you can see that we have two
02:43 layers, one that has the house on it and then one that has the animation of the
02:47 garage door opening and closing.
02:52 I'll just test quickly so we can see it in action.
02:57 I want to copy and reverse my frames so the garage door closes too.
03:02 This time I'm going to do it a little bit differently than before.
03:05 Now we've talked before about how a best practice in Flash is to keep individual
03:10 items and individual tweens on their own layers.
03:13 I know I'll be extending my Timeline out when I copy and paste my frames, and I
03:18 want to be sure that the existing tween is preserved,
03:21 so I'm going to first insert a blank keyframe on the frame right after the end
03:26 of the motion tween.
03:29 You don't have to do it this way, but it's going to save us a little bit of headache later.
03:35 So now nothing will mess up this tween since there's keyframes bookending both sides.
03:39 Now I'm going to choose all of the motion tween frames in the garageDoor layer
03:44 except the blank keyframe;
03:45 I don't really need that.
03:47 And I'll right-click and choose Copy Frames.
03:51 Now I'll make a new layer and call it closeGarageDoor.
03:56 I'll select the last frame in this layer, right-click, and choose Paste frames.
04:02 My tween is pasted in and now all I have to do is reverse it.
04:05 So I'll select all of the frames on the closeGarageDoor layer by holding down
04:10 Shift as I select the start and the end of the frame span, then I'll right-click
04:14 and choose Reverse Keyframes.
04:23 When I test my movie, the garage door opens, pauses, and shuts, but we lose the
04:27 house in the last half of the movie,
04:30 so I'll go back into Flash and extend the house layer out by clicking frame 96
04:35 and then right-clicking to choose Insert Frame. Or you could just hit F5.
04:41 Now when I test my movie, the garage door opens and then closes.
04:45 So copying, pasting, and reversing frames can be an easy way to disseminate work
04:50 you've already done to another part of the Timeline.
04:53
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Nesting timelines
00:00 By now we've seen how movie clip symbols, graphic symbols, and button symbols
00:04 each have their own Timeline.
00:06 Those nested symbol Timelines can hold animation, which we can use to our
00:10 advantage to create more detail in our animations.
00:13 So let's use nested timelines to animate our monkey that appears in the
00:17 exercise files for this chapter.
00:19 Clicking on the monkey, we see that he's a movie clip.
00:21 I'm going to double-click to enter the monkey's Timeline.
00:25 You'll notice that the top-left of the screen says Scene 1 and then monkey
00:29 since we've stepped into the monkey's timeline.
00:31 Also notice the jungle background up on the main Timeline is faded out.
00:35 So the monkey's timeline has three layers: one that contains the right arm, one
00:41 that contains the body and the head, and then of course the left arm.
00:45 Let's animate the arms so that they lift up over the course of 24 frames.
00:50 So the first thing we'll need to do is extend the Timeline out to 24 frames.
00:54 I'll select frame 24 on the left arm layer, hold down the Shift key, and then
00:58 select frame 24 on the right arm layer.
01:01 Now I'll right-click and choose Insert Frame.
01:04 To animate the monkey's right arm, I'll right-click anywhere in the frames on
01:08 the right arm layer and choose Create Motion Tween.
01:13 We've told Flash where we want the tween to start and applied the motion tween,
01:18 so now I'll move the playhead to frame 24. Making sure the monkey's arm is selected,
01:23 I'll hit Q on the keyboard to bring up the Free Transform handles.
01:27 I'll rotate his arm up, and that's how I want his arm to end.
01:33 So I'll do the same for the left arm.
01:35 I'll right-click and choose Create Motion Tween, and I'll move to frame 24
01:41 and rotate the arm up.
01:46 Actually, not quite that far. About like that. So I'll grab my Arrow tool and
01:51 scrub the Timeline, and you can see the effect.
01:53 I'm going to click back to Scene 1
01:57 so we go back to the main Timeline.
01:59 Notice the main Timeline only has one frame, but of course we just animated the
02:03 arms on the nested timeline over the course of 24 frames, and that's part of the
02:08 power of nested timelines. A nested animation can play at the same time but
02:13 independently of the main Timeline.
02:16 Even though the main Timeline's only one frame, the nested animation plays its
02:20 timeline regardless.
02:22 So now let's animate the monkey movie clip on the main Timeline.
02:26 I'm going to extend the timeline on both layers out to frame 48.
02:35 Now I'll create a motion tween on the monkey layer and then move the
02:38 playhead over to frame 48.
02:41 Here I'll just move the monkey over to the right side of the screen.
02:44 When we test the movie now, we see the main Timeline animation of the monkey
02:50 sliding to the right and the nested timeline animation of the arms moving up.
02:54 I'm now going to open the file called solarHouseNestedTimelines.fla in the
03:04 exercise files for this chapter.
03:08 Looking at the Timeline, you can see that the movie is only one frame long;
03:12 however, when I test the movie, we have a lot of motion going on.
03:16 The sun is shining and making power to open and close the garage door.
03:20 The toaster's making toast, the teapot is steaming, and the clock on the wall is spinning.
03:25 I'll close the SWF and you can double-click on any of those elements to view the
03:30 animation in their nested timelines.
03:32 For instance, the garage door is a movie clip, and when I enter its timeline, we
03:36 see the animation that we created a few movies ago
03:39 that opens and closes the door.
03:41 I'll just scrub the playhead so we can check it out.
03:46 So I'll click Scene 1 to go back to the main Timeline and now double-click on the toaster.
03:51 This is actually pretty small, so I'm going to zoom in a little bit so I can better see it.
03:58 You can see the nested timeline.
04:00 It has the static toaster but the motion tweening toast.
04:08 Back on the main Timeline, notice also how none of these items seemed to be tied
04:13 to the others, in terms of rhythm.
04:15 We'll see that when I publish the movie again.
04:17 It's all moving at 24 frames per second, but the length of each nested timeline
04:22 is different depending on what the animation needs to do, and each nested
04:26 timeline plays independently from the main Timeline.
04:30 So you can see that nesting timelines, especially when those nested timelines
04:35 have animation on them, can be a great technique for adding extra motion to your projects.
04:40 You could use this technique to have a butterfly fly from left to right on the
04:44 main Timeline, and have the wings move up and down in the nested timeline.
04:48 Or you could have a train with steam coming out the top or a whale who wiggles his tail.
04:52 The possibilities are endless.
04:55 You're also not constrained to just one level of nested timelines.
04:58 You could nest multiple levels of timelines if you wish.
05:01
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Using graphics vs. movie clips for animation
00:00 We learned earlier in the course that graphic symbols and movie clip symbols
00:04 both have their own internal timelines.
00:06 We've used this to create nested animation.
00:09 Up to this point the main reason to make something a movie clip instead of a
00:13 graphic symbol is if you want to control it with ActionScript.
00:17 Movie clips can be controlled with ActionScript via an instance name, but
00:21 graphic symbols cannot.
00:22 Other than that, at first glance there doesn't seem to be much reason to pick
00:26 one over the other.
00:27 Well, actually, there are some kind of big differences in how graphics versus
00:32 movie clips behave in terms of animation.
00:35 Let's take a look at that so you can choose with confidence which one is going
00:38 to serve you best in different situations.
00:41 So from exercise files for this chapter, I've opened up elephantAnimation.fla.
00:46 We've got three layers on our Timeline here, one for each elephant, and then a
00:51 Labels layer that simply identifies which one is a movie clip symbol and which
00:55 one is a graphic symbol.
00:56 When I click on each elephant, you'll look in the Property inspector and you
01:00 will see that the one on the left is indeed a movie clip and the one on the
01:04 right is a graphic symbol.
01:06 So I am going to double-click on the movie clip version of the elephant to
01:09 enter its timeline. You'll see that it's got 36 frames and 5 layers:
01:15 one that has the body on it, the back ear, the head and the trunk, the front
01:20 ear which is called pink ear, and then the face.
01:24 I'll scrub the playhead so you can see the animation.
01:27 Now I'll go back to Scene 1 and I'll double-click on the graphic symbol
01:31 version of the elephant.
01:32 You can see it's exactly the same.
01:34 It's got the same five layers and when I scrub the playhead, the animation
01:39 is exactly the same.
01:40 I'll click Scene 1 to return to the main Timeline, and the point is that the two
01:45 symbols are exactly alike, as you can see. They do the exact same.
01:48 The think the only difference is one is a movie clip, the other is a graphic.
01:51 So let's take a look at how these differ in behavior.
01:53 Now notice our main Timeline is only 1 frame long.
01:58 When I test the movie, you'll see that the movie clip elephant is moving, but
02:02 the graphic symbol one isn't. That's one main difference right there.
02:05 The timeline of a movie clip plays independently from the main Timeline.
02:09 It doesn't care if the main Timeline has 1 frame or 100;
02:13 it just plays on its own.
02:14 However, as you can see, the graphic symbol is affected by this and basically
02:18 just shows the elephant stuck on its frame 1 of the internal timeline.
02:22 So I am going to go back to FLA and insert frames to extend the Timeline out to 36 frames.
02:29 If you remember, the internal timelines of the elephant symbols are also 36 frames.
02:35 Now let's test again, and this time you will see the graphic symbol
02:38 animating too, because the main Timeline has enough frames to show the
02:42 animation of the nested timeline.
02:44 So that's good to know, right?
02:46 Well, I want to stress just how important that can be for the number of
02:50 frames on your main Timeline to match or exceed the number of frames in a graphic symbol.
02:55 Let's try removing some frames on the main Timeline so that we only have 18
03:00 and then test again.
03:03 The movie clip doesn't even flinch;
03:05 it just plays on and looks good, but as you can see, the graphic symbol elephant
03:09 is doing a little dance.
03:10 He is trying to play all 36 of its frames, but the main Timeline only has 18,
03:15 so it gets cut off halfway through.
03:18 Graphic symbols are kind of tied to the parent Timeline in that way.
03:22 It's a common thing for someone to animate in a graphic symbol but then not
03:25 have enough frames on the main Timeline and then wonder "Gosh, what went wrong?"
03:29 when they test their movie.
03:31 If it happens to you, just remember to count up your frames in your graphic
03:34 symbol and then extend the main Timeline out to the same number of frames like
03:39 so. And of course here when we test again, it's fixed.
03:44 Another big difference in behavior between movie clips and graphic symbols is
03:48 that if you scrub your Timeline in the FLA, you will notice that you can preview
03:52 the motion of the graphic symbol, but you can't see it for the movie clip.
03:57 If you're doing a very synced animation where you want a lot of frame-by-frame
04:01 control, using a graphic symbol might be the way to go for you.
04:04 Now graphic symbols also offer you some additional methods for control.
04:08 I am going to click on the movie clip, and you will the options available in
04:12 the Property inspector.
04:14 We've seen all of this before.
04:15 You can change the position and size,
04:17 you can maybe swap what symbol you're using, and so on.
04:20 I am going to click on the graphic symbol and now there's this whole Looping
04:25 area in the Property inspector.
04:27 I am going to play with this a little.
04:29 So starting with what we've got, our graphic symbol is looping through its
04:32 timeline starting on frame 1. And of course we've seen this.
04:37 Well, now I am going to change First to 18, so the elephant will loop, but it
04:43 will start from frame 18.
04:46 So the elephants look a little bit offset there.
04:48 Now back to our controls, I am going to change the dropdown to Single Frame and type in 9.
04:56 So when we test, the graphic symbol is just going to hold on frame 9.
05:03 Let's go back and try Play Once and have it start on frame 1.
05:09 So when you test this, it doesn't look like anything really special has happened;
05:13 it's just kind of playing the way it before.
05:15 Well, the trick here is that we have to expand our main Timeline.
05:19 Right now the main Timeline matches the nested timeline length of 36 frames.
05:24 The elephant clip runs out of frames right as the main Timeline runs out as well.
05:29 Then it starts over, so we never see it stop the loop.
05:32 If we extend out to frame 72, which is the nice round double of 36 and test, you
05:37 will see that it plays once and then holds.
05:40 It starts over again when the main Timeline starts over at frame 1.
05:44 It might make it easier to see this if we open our Bandwidth Profiler by going
05:48 to View > Bandwidth Profiler and then SWF preview.
05:54 The little gray marker at the top shows us where our playhead is.
05:57 Now you can see where the elephant animates ones and then holds before the main
06:02 Timeline starts over again.
06:03 I am going to close the Bandwidth Profiler and now close my SWF.
06:08 So I am going to move the playhead to frame 1.
06:11 Now I am going to click on the graphic symbol version of the elephant and just
06:16 for grins, I am going to go and make it play once and now I'll start on frame 18.
06:21 When I test, that's exactly what it does.
06:24 The elephant starts at frame 18, plays what's left of the 36 frames, and then holds.
06:29 He looks like he sneezing.
06:32 So I will set our graphic symbol elephant back to Loop, starting on frame 1.
06:38 You can see how these controls could allow you to really easily create some
06:42 perceived randomness and offsets with the elephant trunks, if you are trying to
06:46 do something like animate a herd of elephants.
06:48 So we've seen how the behavior of the graphic symbols really depends on what's
06:52 going on on the main Timeline and with the settings you've chosen for it.
06:56 The movie clip just kind of chugs along unaffected.
06:59 There's one last little bit to see in terms of the difference between movie
07:03 clips and graphic symbols.
07:04 I am going to make a new layer in our movie and call it actions.
07:09 On frame 18, I am going to insert a blank keyframe.
07:12 Now I am going to write one single line of ActionScript code by going to Window >
07:17 Actions and then typing in "stop" in the Actions panel.
07:23 Don't worry too much about the ActionScript right now or the ActionScript panel;
07:27 just know that this command tells the playhead to stop when it reaches frame 18.
07:31 I'll close the ActionScript panel and when I test, you'll notice that the
07:35 graphic symbol stops when the playhead gets to 18.
07:39 So yet again, we see how the graphic symbol is tied to what the parent Timeline is doing.
07:44 The movie clip symbol's timeline could care less and is just
07:47 playing independently.
07:49 So there are advantages and disadvantages to both movie clips and graphic
07:53 symbols depending on what you want to do.
07:55 Now we mentioned elsewhere in the course how you can click on a movie clip
07:59 and give it an instance name in the Property inspector so ActionScript has a hook into it.
08:04 So if you want to make one of the elephants clickable or otherwise interactive,
08:08 they need to be movie clips.
08:10 If you're more interested in Timeline animation, graphic symbols would probably
08:13 be the better way to go.
08:15 In any case, now you've seen how movie clip timelines play independently of the
08:19 main Timeline, but graphics symbol timelines are greatly affected by it.
08:24 On the flipside, graphic symbols also offer you some neat animation controls
08:28 that movie clips don't do.
08:30 Now, going forward, use this info to confidently choose which type of symbol
08:33 best suits your needs.
08:36
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Onion skinning
00:00 A really useful tool you have for creating frame-by-frame animation is onion skinning.
00:05 Onion skinning allows you to preview frames before and after the current frame
00:10 that you're working on.
00:11 In our example file we have an animation of the elephant. The file has got 5 layers.
00:16 So here's the face layer, then the pinkEar, or the frontEar, the headand the trunk, the
00:22 backEar, and then the body.
00:24 I'm going to zoom in on the head.
00:26 So if I move my playhead to frame 3, you'll see that there's a problem.
00:32 The elephant's eye and eyebrow are missing from this same.
00:36 If you go to frame 2, you can see the eye and if you go to frame 4, you can
00:39 see it on that frame too.
00:41 So the eye on frame 3 should be somewhere in between the position of the eye on frames 2 and 4.
00:47 So I'm going to a select and copy the eye from frame 2.
00:49 Now I am going to move my playhead to frame 3.
00:53 I could just paste in the eye, but Flash sticks it in a funny place, and I'm just
00:57 guessing as to where I should really put it.
00:59 So I'll undo that change by pressing Ctrl+Z. Onion skinning can help.
01:04 It's this little tiny icon down below the Timeline. When I click it, the onion
01:09 skin markers appear on the Timeline.
01:11 What it's doing is basically letting me preview the frames before and after
01:15 frame 3 while I'm working on frame 3.
01:18 To make it a little clearer what were doing here, I am going to make sure
01:21 the playhead is on frame 3 and then click the circles on the onion skin markers and drag them in.
01:26 So, now within our markers, we only have frames 2, 3, and 4.
01:31 So on the screen, the kind of grayed-out eye that's lower is the eye
01:35 position on frame 2.
01:37 The higher grayed-out eye is the position of the eye on frame 4.
01:41 As I drag my onion skin marker on the right a little further down the
01:44 Timeline, you can see the grayed-out version of the eye moving up the screen the further I go.
01:50 So I'll drag the marker back in so we are only looking at frames 2, 3, and 4.
01:55 Now another option you have while working in onion skins is to use onion skin outlines.
02:00 It's the icon next to onion skin, and it basically displays items on your Stage as outlines.
02:06 We're working with a really complex or detailed animations, sometimes the onion
02:10 skin outlines can make it a little more clear as to what you're looking at
02:14 across multiple frames.
02:15 For now, I'm just going to go back to regular onion skin.
02:19 So we can see where the eye is on frame 2.
02:21 It's the lower eye, and on frame 4, it's the upper eye.
02:25 So I am going to paste in the eye that I copied earlier and then using my mouse,
02:29 I'll move it in place, kind of in between the other two sets of eyes.
02:32 Now I'll turn onion skin off and scrub the Timeline. And frame 3 looks good.
02:40 The position of the eye doesn't seem off as we watch the frame-by-frame animation.
02:44 You can preview frames before and after the frame that you're working on simply
02:48 by clicking the onion skin button at the bottom of the Timeline and then
02:52 modifying the onion skin markers.
02:55
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Editing multiple frames
00:00 Once I built a project for a client that had a lot of items and animations
00:04 positioned specifically in particular spots on the main Timeline.
00:08 Near the end of the project the client asked if we could keep everything
00:11 just the way it was,
00:12 just move everything up 100 pixels on the Stage.
00:15 It had something to do with where the Flash piece was going to be positioned
00:19 among other items on the web page.
00:21 So I had to go and move all of the animations and everything on the main
00:25 Timeline up 100 pixels.
00:27 Now you might run into a case where you have a large span of frames and you want
00:31 to edit them all at once as well, like I had to do.
00:34 Let's look at an example here with our elephant animation.
00:38 We've got five different layers in the main Timeline with different kinds of
00:41 frames and keyframes and tweens on them.
00:43 Let's test the movie, and let's say that what we want to do is make the elephant
00:48 smaller and move him over.
00:51 So how are we going to get all of these frames and keyframes in different tweens
00:54 on the main Timeline changed?
00:56 Well, I could try to do this by unlocking all the layers and selecting all the
01:01 frames on all the layers.
01:02 So I'd select frame 1 on the face layer, hold down the Shift key on the
01:06 keyboard, and then select the last layer on the body layer.
01:10 Then I could hit Q to bring up the Free Transform tool and try to scale my elephant down.
01:16 When I test, you'll see that it didn't really work.
01:20 So I'm going to close the SWF and undo that change.
01:25 So, alternatively, you could select each keyframe one by one on the Timeline and
01:30 try to scale the content down.
01:32 But it would be extremely difficult to line everything up, especially since
01:36 there's tweens involved.
01:38 Fortunately, there's a useful icon at the bottom of the Timeline that can help with this.
01:42 It's called Edit Multiple frames.
01:45 So I'll click on it.
01:46 You'll see that we get the markers at the top of the Timeline similar to
01:50 the onion skin markers.
01:51 It allows us to affect multiple frames at once.
01:54 So, I'll move the markers to encompass all the frames, and now I'll hit Ctrl+A
01:59 on my keyboard to select everything.
02:01 Now I'll hit Q to bring up the Free Transform tool again and shrink
02:05 everything down all at once.
02:10 Now I'll also move the elephant over a little bit.
02:13 Testing the movie now, you'll see that the elephant's animation is retained, and
02:17 he's just smaller and moved over. It worked.
02:22 So with that done, I'm going to grab my Arrow tool, click on the pasteboard
02:26 somewhere to deselect everything and then unclick Edit Multiple frames.
02:31 I'm going to save this file and close it.
02:33 Now I'm going to open up a fresh copy of elephantAnimation from the start folder
02:39 in the exercise files for this chapter.
02:41 I'm going to save it into the end folder as elephantAnimationMC.
02:51 The MC stands for movie clip, and the reason that I'm doing that is because
02:55 everything that we just did was because we wanted to change the dimensions of the elephant.
03:00 Now if all you're trying to do is change the dimensions of something that's been
03:04 developed on the main Timeline, another option would be to select all the layers
03:08 and frames as we did before, but then just dump it into a new movie clip.
03:12 So I'm going to do that.
03:14 I'll select all my frames by holding down Shift on the keyboard. Now I'll
03:18 right-click and choose Copy Frames.
03:21 Now I'm going to create a new blank movie clip.
03:24 I'll do that by going to the Insert menu, then choosing New Symbol.
03:29 I'll call this elephantSizer,
03:31 and I'll make sure it's a movie clip and click OK.
03:34 I'm in the nested timeline of the elephantSizer movie clip.
03:39 So I'm going to right-click on frame 1 on layer 1 and choose Paste Frames.
03:44 So now I've dumped everything from the main Timeline into this movie clip.
03:49 I'll click Scene 1 to go back to the main Timeline, and you can see of course
03:54 the elephantSizer movie clip that we just created is in the library.
03:57 Now I'm going to lock and turn off the visibility of all the layers.
04:01 I'm going to add a new layer on the top called elephantSizer.
04:06 Now I'll drag and drop a copy of my movie clip out from the library onto the Stage.
04:11 Since he is a movie clip, I can really easily now use the Free Transform tool
04:15 to transform him down and move him around and rotate him and whatever else I want to do.
04:22 So having the elephant as the movie clip makes him more versatile in terms of
04:26 solving the elephant-sizing issue.
04:29 However, there will be times where for whatever reason you'll want to change a
04:32 whole bunch of frames and layers on the Timeline without messing around with
04:36 extra symbols like we just did.
04:39 Remember the example that I gave earlier, where I had a lot of stuff on the main
04:43 Timeline and there was ActionScript and things going on where I couldn't move it
04:46 into a movie clip symbol. This does happen,
04:50 so when it happens to you, remember the Edit Multiple frames tool.
04:55
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Understanding classic tweens
00:00 There is an older type of tween called a classic tween that you may run into.
00:05 To explore what it is, I've opened classictween.fla from the exercise files for
00:10 this chapter, and I've saved the copy into the end folder.
00:13 To learn about classic tweens, let's first talk about motion tweens.
00:17 By now, we're familiar with motion tweens.
00:19 We know that to create one, we need a symbol, like this blue ball on the Stage.
00:24 We know that the workflow is to tell Flash where we want the tween to start,
00:27 apply the motion tween, and then tell Flash where we want the motion tween to
00:31 end, so I'll do that.
00:33 Here's the start state. I will right- click to apply the motion tween, and
00:38 then I'll move my playhead to frame 24 and move the ball over to the right side of the Stage.
00:44 Well, for your end users to see motion tweens they have to have Flash Player 10
00:49 or later, which at this point most people do, but before the motion tween in
00:53 Flash Player 10, there was the classic tween.
00:56 It's a lot like motion tween, just the workflow to set it up is a little different.
01:01 Let's make one by clicking on the ball movie clip next to the Classic
01:04 Tween label on the Stage.
01:07 The workflow for a classic tween, as it says, is tell Flash where you want it to
01:11 start, tell Flash where you want it to end with a keyframe, and then apply the
01:15 tween, so I'll do that.
01:17 We have our beginning keyframe.
01:19 Now I'll tell Flash where I want the tween to end. I'll right-click on frame 24
01:23 in the classicTween layer and choose Insert Keyframe.
01:28 Now I'll move the ball over. So I've got where it starts, where it ends, and now
01:35 I just have to right-click and Create Classic Tween.
01:37 You'll see the classicTween layer turns purple and has a little arrow
01:42 pointing through it.
01:44 I'll scrub the Timeline and you won't really see any difference between the two
01:47 tweens; they look about the same.
01:50 So, why did they both exist?
01:52 Well, a classic tween was the first iteration of motion tweens, and in fact, in old
01:56 versions of Flash it was called the motion tween.
01:59 As Flash evolved, a bigger, better version of motion tweens came out, the kind
02:03 that we've been working with so far in this course.
02:06 And the old kind of tween got renamed classic tween.
02:10 Motion tweens have some features that classic tweens don't.
02:13 For instance, I can click on the blue ball in the motion tween and we see the
02:17 path that the tween takes.
02:19 You can click on the path and modify it by changing the shape and using the
02:23 controls in the Property inspector. You can't do that with classic tweens.
02:28 I just click on the ball and that's all we see.
02:31 Motion tweens also use property keyframes.
02:34 I'll demonstrate by clicking on the ball in frame 24 and then going to
02:39 the Property inspector.
02:41 In Color Effect, I'm going to choose Alpha.
02:43 I'm going to turn the Alpha all the way down so the ball is faded out, and
02:47 here is the effect.
02:50 Now, if I right-click on the keyframe in frame 24 of the motion tween layer and
02:55 choose Clear Keyframe, Flash asks me, what information that the keyframe stores
03:00 do you want to get rid of, information about the Position, the Scale, the
03:04 Skew, the Rotation, All?
03:07 I can choose Color and the ball is still there.
03:10 The alpha fade is taken away, but the keyframe remains, since there are still
03:14 all those other properties that exist for this keyframe.
03:17 With classic tween, those types of distinctions are not made about the keyframe.
03:22 If I right-click and choose Clear Keyframe, it just gets rid of the keyframe and
03:27 it breaks the tween.
03:29 I'll undo that change.
03:30 So I'll click on my motion tween ball again.
03:33 Motion tweens also have another set of controls by way of the Motion Editor,
03:38 which is a panel next to the Timeline tab.
03:40 The Motion Editor basically allows you to control your motion tweens in a
03:44 graphical interface.
03:47 I'll just pop it open so you can see it, but it's not something we will really
03:50 cover in this course.
03:51 I'll close this back up. Classic tweens don't use the Motion Editor.
03:57 If I click on the ball with the classic tween, you'll notice that the Motion
04:00 Editor panel is blank.
04:03 So, classic tweens are something you might run into if you're working with older
04:07 Flash files that somebody already created. You also might run into them if you
04:11 need to target a version of the Flash Player older than Flash Player 10.
04:14 There is no real reason to not use classic tweens if you felt compel to do so,
04:20 but motion tweens offer a lot more options than classic tweens.
04:25
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10. Shape Tweens
Building shape tweens
00:00 Shape tweens do exactly what the name imply;
00:03 they allow you to tween from one shape to another.
00:06 Unlike motion tweens, which required that you use a symbol, like a movie clip or
00:10 a graphic symbol to create a tween, shape tweens really stick to their name in
00:14 that you can't use a symbol.
00:16 You also can't use grouped shapes. Just a simple shape will do, or a
00:21 drawing object is okay too.
00:22 I am going to be working with solarHouse.fla from the exercise files for this
00:27 chapter to demonstrate.
00:29 You can see that our file has three separate layers: the house layer which
00:33 has the house and the garage, the sun which has a yellow circle, and then the sun ray layer.
00:40 If you click on the sun ray and look in the Property inspector, you will see, indeed,
00:44 that this is just a simple shape.
00:46 The workflow for shape tweens is a little different than that for motion tweens.
00:51 For a motion tween, you first tell Flash where you want it to start,
00:54 then you apply the motion tween, and then tell it where you want it to end.
00:59 For a shape tween, you first tell Flash where you want it to start with a keyframe.
01:04 Then you tell it where you want it to end with a keyframe.
01:07 Finally, you apply the shape tween last.
01:11 So Flash already knows where we want the shape tween to start.
01:14 It's the ray shape on frame 1 of the ray layer.
01:17 Now we have to tell it where we want it to end.
01:20 Notice that the house and sun layers already have 24 frames.
01:24 I want the ray layer to match, so I will right-click on frame 24 of the ray
01:28 layer and choose Insert Keyframe.
01:30 I am going to zoom in a little bit and using my Arrow tool,
01:34 I will change the shape of the ray a little bit so it gets a little bit
01:37 fatter on frame 24.
01:40 Our last step is to apply the shape tween.
01:42 To do this, with my Arrow tool, I will right-click anywhere before frame 24 and
01:47 choose Create Shape Tween.
01:49 The frames turned to a light-green color with a little arrow pointing from frame
01:53 1 to 24 along the way.
01:56 When I test the movie, you can see how the ray changes shape.
02:01 So this conceptually would be a little more realistic if the sun rays did, well, more.
02:07 Luckily, with shape tweens you can do more than just change the shape.
02:10 You can change the content of either of the keyframes to further modify it.
02:14 So I am going to move my playhead to frame 24, select my ray, and change the fill to orange.
02:19 I am also going to grab my Free Transform tool from the toolbar and scale my ray
02:25 down so it's smaller.
02:26 I will adjust the position of it as well.
02:30 Now when I test my movie, the shape is changing as well as the color and the size.
02:34 I am going to close the SWF and now with the Arrow tool, I will move the sun ray
02:40 on frame 24 down closer to the solar panel.
02:45 When I test the movie, you will see the tween has updated accordingly.
02:49 Our morphing sun ray is also moving as it changes shape, size, and color.
02:54 So you can see that in a sense, shape tweening can do what motion tweens can
02:59 do, at least when it comes to making an object look like it's moving across the Stage.
03:04 If I click on my sun ray on frame 24 and delete it, you will notice that we
03:09 still have a green background in the Timeline, but now we have a dotted line
03:13 instead of the line with the arrow.
03:15 This indicates a broken shape tween, and when I scrub the playhead, there's
03:19 nothing on any frame except frame 1.
03:22 If you see a dotted line in your Timeline where you expect the shape tween to
03:26 be, then you need to go back to the basics and make sure that your tween has
03:29 everything it needs.
03:31 You need to be working with shapes.
03:33 You need to tell Flash where you want it to start with a shape in a keyframe.
03:37 Then you need to tell it where you want it to end with a second shape in
03:41 a second keyframe.
03:42 Finally, you have to apply the shape tween.
03:45 I am going to Ctrl+Z to replace the sun ray I just deleted and fix our tween.
03:49 And you will see that our shape tween is restored with the arrow appearing
03:53 in the Timeline again.
03:54 Also note that it's a best practice to keep individual shape tweens on their own layer.
04:00 So, for instance, if I want to have more sun rays in addition to the shape tween
04:04 I have already got, that tween should be built on its own layer; otherwise,
04:08 Flash can get confused about which shape is meant to be morphing into which, and
04:12 you might get unexpected results or otherwise break your shape tween.
04:16 If you want to remove a shape tween, you simply right-click anywhere in the
04:20 tween span and choose Remove Tween, but I am not going to do that right now.
04:25 So now you have seen how to change a shape's color, size, shape, and even
04:29 position using shape tweens.
04:32 The biggest thing to remember about shape tweening is that you must be working
04:35 with a shape. No grouped objects and no symbols.
04:40
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Employing shape hints
00:00 When shape tweening, sometimes your shape tween doesn't morph the way you expect it to.
00:05 Shape hinting is a technique you can use to help better control your shape tweens.
00:10 To demonstrate, I'm going to open up a new blank document in Flash.
00:14 Right away I'm going to grab my Text tool,
00:16 I am going to choose an easy-to-read font like Arial, I'll make it 72 points, and
00:22 I'll choose a blue color.
00:25 Now I'm going to type the number 1 on the Stage.
00:28 Now I'm going to right-click on frame 24 in the Timeline and choose Insert Keyframe.
00:34 A new keyframe is inserted with the information from frame 1 copied into it.
00:39 I'll use the Text tool to change the 1 into a lowercase a. Now I'll select the
00:44 Arrow tool from my toolbox, select the a, and go to the Modify menu.
00:49 I'm going to choose Break Apart.
00:53 My a is now a shape, and you can tell by looking in the Property inspector.
00:57 Now I'll do the same for the number 1 on frame 1.
01:01 I'll select it and this time instead of going to the Modify menu, I'm just going
01:05 to right-click and choose Break Apart.
01:08 So we have a starting and an ending state for our shape tween, so all that's
01:13 left is to actually apply the tween.
01:14 I'm going to right-click between frames 1 and 24 and choose Create Shape Tween.
01:20 So, I'll scrub my Timeline to check out the results and while the 1 does morph
01:27 into an a, it's a little bit jumbled up in the middle, and sometimes you'd just as
01:32 well employ a boa constrictor for a tape measure
01:34 as hope that Flash is going to be able to correctly guess every time how you
01:39 want to shape tween to go, especially if the shapes are complex.
01:43 Shape hints allow you to tell Flash how you want it to match up the edge of
01:46 the object at the start of the tween to the edge of an object at the end of the tween.
01:50 So to try this, I'll move my playhead to frame 1.
01:54 Now I'm going to go to the Modify menu > Shape > Add Shape Hint.
02:00 A small red circle with an A in it appears on the screen, and I'll move this to
02:04 the upper-left of the number 1.
02:05 So, I'll add another shape hint by going to Modify menu, choosing Shape, and Add
02:11 Shape Hint again. I'll move the second shape hint to the left edge of the
02:16 number 1 like this.
02:18 Note that it can be easy to try and click and drag a shape hint and
02:22 suddenly they all disappear.
02:23 If this happens to you, go ahead and just add another shape hint and they
02:27 should all reappear.
02:29 You can move any extra shape hints just below another one or you could
02:32 right-click on any extra shape hints and choose Remove Hint.
02:35 Now I'll move my playhead to frame 24.
02:40 Right now we only see one shape hint marked "b," but that's okay.
02:43 When I move it out of the way, we see that "a" was right underneath it.
02:49 So, I'll move my "a" and "b" shape hints into position as shown on the left side of the letter.
02:54 Shape hints should always be on the edges of objects, not in the middle.
02:58 Notice how in our example the positions of the shape hints on frame 24 roughly
03:03 correspond to where the matching shape hints are on frame 1.
03:07 By positioning the shape hints, you're telling Flash what edge to match up with
03:12 what edge during tweening.
03:13 The shape hints have individually turned green when Flash recognizes a match
03:18 between them, and when I go back to frame 1,
03:21 the shape hints here have turned yellow, indicating they've recognized what
03:25 shape hint on frame 24 they're meant to match up with.
03:29 With the shape hints now in place, I'll scrub the Timeline again, and the tween
03:33 looks a lot different.
03:34 And in my opinion, it's a more attractive tween.
03:38 You can you shape hints whenever you want to help Flash define how a
03:42 shape tween should morph.
03:43 While you can have a very high number of shape hints on the Stage, remember that
03:47 shape hints should only go on the edges of visual objects.
03:52
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11. Inverse Kinematics
Defining inverse kinematics (IK) motion
00:00 Inverse kinematics, or IK for short, is a special kind of motion that you build
00:05 with the Bone tool in Flash.
00:07 IK animation is great for anything animating with joints.
00:11 Examples could be a person walking, or a long earring with multiple sections on
00:15 it swinging, or a long flexible flagpole blowing in the wind.
00:19 Let's take a look at an example of IK animation by opening giraffeIK.swf from
00:25 the exercise files for this chapter.
00:27 So the giraffe's legs have joints, and each leg moves independently, and each one
00:33 of those legs has its own IK animation applied on its own separate layer.
00:38 The body and neck are moving slightly as well, as the giraffe walks.
00:42 IK motion is a lot like motion tweening.
00:44 The terminology is a little different. Instead of keyframes, you use poses, and
00:49 poses are strung together in what's called an armature layer.
00:52 We'll take a look at how to do this in another movie, so get ready for IK motion
00:57 created using the Bone tool.
00:59
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Using the Bone tool
00:00 Let's start exploring IK animation by opening bonetool.fla in the exercise
00:06 files for this chapter.
00:07 You can see we've got our giraffe here with his body broken up into different layers.
00:12 So moving up the layer stack, I'm going to turn on and off the visibility for the
00:16 back leg in the background.
00:19 Now we have the front leg that's in the background, then the tail, then the
00:25 body and the head, then the back leg in the foreground, and the front leg in the foreground.
00:34 Click on anywhere in the giraffe and look in the Property inspector.
00:38 You'll see that everything is shapes and to use IK animation, you can use shapes
00:43 or movie clip symbols.
00:44 We're going to start animating the giraffe in a walk cycle, and we'll use IK
00:48 animation to move his front leg, the one in the foreground that looks like
00:52 it's closest to us.
00:53 Now I think animating anything with four legs can get a little bit
00:57 confusing when you have to keep track of the position of each leg over the
01:00 course of multiple frames.
01:02 So we have a guide layer here at the bottom with the label of model.
01:06 I'm going to turn off the visibility of all the layers except the model
01:10 layer, so you can see it.
01:11 I'm going to scrub the Timeline so you can see the giraffe's walk on the model layer.
01:17 This is what we'll be shooting for.
01:19 Normally, you don't have a model layer when you're creating motion like this, but
01:23 this has been prepared ahead of time for us so we could just have them as a
01:26 guide to help us position the legs as we practice with IK motion.
01:30 So as I turn the visibility for all the other layers back on, we see that the
01:34 guide giraffe is a brighter yellow and the giraffe we're going to animate is
01:38 a more beigy yellow.
01:40 And notice that the model layer has the icon of a T-square in it to indicate
01:45 that it's a guide layer.
01:46 That means that when we test the movie, the yellow little guide giraffe doesn't show up.
01:51 Guide layers don't appear in the published SWF file.
01:54 So I'm going to lock all the layers except the frontLegForeground layer.
02:02 I'll turn off the visibility of everything except the frontLegForeground layer as well.
02:09 The first thing I'm going to do is use my Arrow tool to select everything on the
02:12 frontLegForeground layer.
02:15 Now I'm going to select the Bone tool out of the toolbar.
02:18 It's above the paint bucket.
02:19 I'm going to zoom in so we can see better what were doing.
02:23 Now I'm going to click and drag to draw a single bone from the top of the
02:27 giraffe's leg to his knee, and I'll draw a second bone by clicking on the end
02:32 of the first bone and dragging all the way down to the very bottom of the giraffe's hoof.
02:37 It can be easy to not drag far enough and the hoof not be included in the bone,
02:41 so be sure to drag all the way down to the bottom of the hoof.
02:44 So you can tell you've got all the parts of the leg as part of the bone
02:48 structure by looking in your Timeline.
02:50 We now have this new layer called Armature.
02:53 I'll just click somewhere else in the Timeline so you can see the olive green background.
02:57 The original layer of frontLegForeground doesn't have anything in it anymore.
03:02 You can see the blank keyframe here on frame 1.
03:05 So we can go ahead and actually delete this layer.
03:08 If your frontLegForeground layer still has something on it, you might have missed
03:12 the bottom of the foot and it wasn't included in the Armature layer.
03:16 If this happens to you, what you could do is undo until you're at the point
03:19 where you have just the leg as a shape again and then try drawing the bone system again.
03:25 As a general rule, you should draw bones on items from the natural anchor point
03:29 of the whole bone system.
03:31 So, for example, if you're drawing bones for an arm, the bones should start from
03:35 the shoulder, not the hand.
03:37 On a flagpole, the bones should start from the base of the flagpole and not the tip.
03:40 So I'm going to use my Selection tool. And we've got two bones here.
03:45 Now I'm going to click on one of the bones.
03:47 I'm going to drag the control point of the bottommost bone, and you can see how
03:51 we can move the position of the leg around.
03:54 We can also select each bone individually and move it.
03:57 So you can see how this one rotates around the control point at the knee.
04:03 And if you'd do the one at the top, it rotates around the control point at the top.
04:06 I'm going to undo that positioning so the leg is in the correct spot for this
04:11 first frame of our walk cycle.
04:13 So I'm going to click on the top bone specifically and it changes color to
04:23 indicate that it's selected.
04:25 In the Property inspector, you can see all kinds of information for
04:28 this particular bone.
04:30 The thing to notice immediately is the navigation arrows at the top.
04:33 You can see that by clicking these I can select the next bone or the previous
04:38 bone in the sequence.
04:41 When you only have two bones, you may not really need this.
04:44 But if you have an armature with a lot of different bones and some are kind of
04:47 small, this can be a handy way to step up and down the different bones, so you
04:52 can control each one of them separately.
04:54 Now if I click on the Armature layer in the Timeline itself, in the Property
04:58 inspector we get the option to view the bones as Wire, Line, None, or Solid.
05:09 Now, for the animation part. Since this is going to be a walk cycle, we should
05:13 have the end frame of the Armature layer be an exact copy of the start frame,
05:17 because the leg is going to be doing a lot of motion in between.
05:21 So I'll right-click on the last frame of the Armature layer and choose Insert Pose.
05:27 You can think of poses kind of like keyframes.
05:29 We're going to define what position the leg should have on that frame.
05:33 So scrubbing the Timeline, the leg doesn't really do anything yet in terms of
05:37 motion, so let's fix that.
05:39 So now I'm going to turn on the visibility of the model layer and scrub the
05:43 playhead a little bit.
05:44 So I'm going to move carefully and I'm going to go till about frame 34.
05:58 At frame 35 the leg starts moving forward again.
06:01 So I'm going to right-click on frame 34 in the Timeline and choose Insert Pose.
06:09 So I'll grab the leg and move it so it matches the guide as closely as I can get.
06:14 So I'm going to scrub the playhead a little bit more, and I think the next place
06:27 I'm going to insert a pose is on frame 38.
06:32 The giraffe's leg is kind of bending forward here,
06:35 so I'll click to insert a new pose and position the leg to match the guide.
06:39 So I'll keep scrubbing forward.
06:44 All right, I think I'm going to do this again on frame 42, so I'll right-click
06:51 and choose Insert Pose, and I'll scrub forward a little bit more and I think I'll
06:59 do the last one on frame 45.
07:00 Scrubbing between frame 45 and the end, the foot matches pretty closely to the model.
07:11 We could put another pose in there if we wanted, but I think I'll just leave it the way it is.
07:14 So I'm going to test the movie, and we can see that the giraffe's leg is moving
07:19 with really that kind of smooth motion.
07:24 So back in Flash, if you find that you've got an extra pose somewhere that you
07:28 don't like, you just simply right-click on it and choose Clear Pose.
07:33 You can see that you could also cut, copy, and paste poses as well.
07:38 You can also grab any pose in the Timeline and move it earlier or later on the
07:41 Timeline if you need.
07:43 I'm going to undo that change.
07:45 There are more options to explore once your poses are set, and we'll do that in another movie.
07:51 To complete the rest of this giraffe, you'd have to go through the same process
07:54 that we just did for each leg, and then the body and then the tail.
07:58 That takes some time, especially if you don't have a guide layer like we do.
08:02 So, for now, what that complete giraffe looks like is in a file called
08:05 giraffeIK.fla in the start folder, in the exercise files.
08:12 When I publish this movie, here is our IK-tweened giraffe.
08:17
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Fine-tuning IK motion
00:00 There are a number of different options that you have for controlling the
00:03 movement of joints and bones in your IK animations.
00:07 So, here we have our giraffe, and the front leg has been animated with IK motion
00:11 on an armature layer.
00:12 I'm going to use my Arrow tool to click the topmost bone in the giraffe's leg.
00:18 In the Property inspector, we see a lot of different options that we can use to
00:21 control the armature movements.
00:23 Speed refers to the stickiness or stiffness of a joint. A joint with a low Speed
00:29 value will be sluggish.
00:30 A joint with the high Speed value will be more responsive.
00:34 You can really see the effect Speed has when you drag the end of an armature.
00:38 I'll drag my giraffe's leg around and you see that it moves easily.
00:41 I'm going to undo that change. Now I'll click on the top bone to make sure that it's
00:48 selected and change Speed from 100 to 10.
00:53 Now when I drag the armature the top bone moves a lot more slowly and
00:57 sluggishly than before.
00:58 I'm going to undo that position change and then change the Speed back to 100.
01:09 Pinning a joint means that you can pin the tail of a selected joint to the
01:13 Stage. So I'll move the armature around, and of course, as we've seen before,
01:17 the top joint and the joint in between the bones both move.
01:22 I'll undo that change, so the position stays where it was originally.
01:25 Now I'm going to click the top bone and click Pin in the Property inspector.
01:32 Now when I try to move the leg, only the bottom part moves. I'm going to undo
01:40 that position change.
01:44 You can pin and unpin by clicking the bone and then checking the checkbox. Or you
01:50 can hover your mouse over a joint and it turns into an icon of the pin.
01:54 You can then toggle pinning on and off by clicking, and you can tell if it's
01:59 pinned when the blue X appears over the joint.
02:03 For the next part, I'm going to zoom in a little bit so it's easier to see
02:06 what we were doing.
02:09 For joint rotation, you see that I can drag my armature 360 degrees around the topmost joint.
02:18 If I select the top bone and then click Constrain in the Rotation area in the
02:22 Property inspector, my joint is now constrained to 90 degrees' worth of rotation.
02:26 It goes from -45 degrees to 45.
02:30 Notice the very small angle indicator that appears over the joint that shows
02:34 how far I can rotate.
02:36 When I try to rotate now, you can see that I can't move the leg beyond the angle indicators.
02:48 You can of course type in what angle you want to use, so now I'll type in
02:52 -90 for the minimum,
02:55 and you'll see that the angle indicator adjusts and my bone is now
02:59 constrained to the new angle.
03:04 I'll click on my top bone again to make sure it'd selected and disable Joint Rotation.
03:11 This will really allow us to see the effect of checking the enable box for Joint: X Translation.
03:17 Now that X Translation is enabled, notice that over the topmost joint there
03:21 is a horizontal arrow indicating the direction that the bone can slide or translate.
03:27 I can move it all the way across the screen right now.
03:31 When I check Constrain, we're now constrained to 50 pixels of movement in either
03:36 direction, as indicated by the line.
03:42 I'll disable X Translation by checking the box and now I'll enable Y
03:46 Translation, which of course works in a similar way as the X Translation.
03:51 I can move this up and down.
03:55 We'll just undo that.
03:57 So, the other option we have in the Property inspector is Spring, which we're
04:00 going to cover in a separate movie. You've now seen how to control the range of
04:05 motion that each individual joint has by clicking on the corresponding bone and
04:09 then changing the settings in the Property inspector.
04:12
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Integrating IK Ease, Spring, and Damping features
00:00 The Spring feature of IK animation allows you to add realistic physics to your bone systems.
00:06 In the file called spring.fla from the exercise files from this chapter, we have
00:11 a vine hanging in the jungle.
00:13 Clicking on any part of the vine, you'll see in the Property inspector that it's a movie clip.
00:19 We have three individual movie clips here that make up the vine.
00:23 There's purposely a dark line at the end of each part, so you can see all three
00:27 of the movie clips easily.
00:29 Now, using the Bone tool, I am going to create an armature by first drawing one
00:32 bone from just inside the top of the first part of the vine down to the top of
00:37 the second part of the vine.
00:39 Now I will draw a second bone from the second part of the vine to the top of the third vine.
00:45 Now, using my Arrow tool, I'll move the bone system up so it's positioned like so.
00:50 Now, I am going to move the playhead to frame 18 and move the vine down so
00:55 that it's pointing straight down.
00:59 You can see that Flash inserted a pose for us on frame 18.
01:04 The other way to do this would have been to right-click on frame 18, choose
01:08 Insert Pose, and then move the vine;
01:10 either way is fine.
01:11 So all this vine does right now is the simple movement of going from the
01:15 upper-left to straight down.
01:16 Now, in the Timeline, we can get rid of the blank layer left behind from when
01:22 the armature was created.
01:24 So I am going to get rid of the vine layer. Now I am actually going to rename
01:27 the Armature layer Vine.
01:29 Now, if I click on the Armature span in the Timeline, the Property inspector
01:35 changes, and near the top we see the dropdown for changing the Ease.
01:39 This offers some pre-built effects as to how the vine moves.
01:43 We can test the movie, just so that we can see how the vine moves by default.
01:50 Now, I'll change the Ease to Simple (Fast).
01:54 I am also going to change the Strength up to 100.
01:57 When I publish again, you will see how the vine moves more quickly.
02:02 We will wait for it to play again. There we go!
02:06 Now, back in Flash, I will change the Ease to Stop and Start (Fast).
02:13 We will keep the Strength at 100 and test again.
02:16 We will wait a second for it to play again.
02:24 So, easing can be a way to affect the slowing down or speeding up of an armature
02:28 as it plays its tween.
02:30 So I am going to change this back to an Ease of None and a Strength of 0.
02:39 With the Armature span in the Timeline still selected, in the Property area,
02:43 I am going to find the Springs area and make sure that the Enable checkbox is checked.
02:49 Now I am going to click the topmost bone, and we'll see that the Spring area in
02:54 the Property inspector for the bone is now enabled.
02:57 Spring adds realistic physics to your bone systems.
03:00 I will show you what I mean.
03:02 First, we're going to test the movie again, just so we can have the
03:04 movement fresh in our heads.
03:08 Now, I am going to select the bottom bone and give it a Spring Strength of 100.
03:15 When we test again, you will see that the vine swings like a pendulum.
03:20 But you can see that the motion is originating at the joint between the top
03:23 bone and the next bone.
03:25 So I am going to select the bottom bone and turn the strength of the Spring back to 0.
03:31 Now, I am going to select the top bone and make the Spring Strength 100.
03:39 Now I will test and you will see that the vine swings a little bit, but the
03:42 motion is coming from the topmost joint and the rest of the vine has no spring. It's pretty stiff.
03:50 So I am going to go back and give the bottom bone a Spring Strength of 100 so
03:54 now both bones have a Strength of 100.
03:58 Now when I test, the pendulum motion is more natural since both joints can spring.
04:02 You will notice that the pendulum keeps on swinging.
04:08 Now, in real life, the arc of the swing will get smaller and smaller over time
04:14 and then the vine would eventually stop.
04:16 Now, spring refers to the force of motion that a bone system has. Damping
04:22 refers to the heaviness of it, or perhaps a better way to think of it is how fast it stops.
04:28 So I am going to turn the Damping of just the bottom bone to 100.
04:31 I am going to test and the damping on just that one part is enough for the vine
04:38 to kind of swing and just about come to a stop by the time the playhead runs out
04:43 of frames and starts over on frame 1.
04:47 So Spring and Damping allow you to affect how much an item will move and how
04:51 fast or slow that movement will degrade.
04:53 Now, we can't have done all this messing around with the vine and not have
04:59 someone swing on it,
05:00 so one great thing about IK motion with movie clips like we're doing here is
05:05 that the Swap button in the Property inspector still works;
05:08 it allows you to change what movie clips are part of your bone system.
05:12 So using the Arrow tool, I am going to click once on the Stage to deselect,
05:16 because right now I don't see the Swap button in the Property inspector.
05:20 I will click once to deselect and then now click on the second bone, and here,
05:25 we have the Swap button.
05:26 I am going to choose the movie clip called vineMiddleWithMonkey to replace the
05:32 existing section of vine.
05:36 And with that, we can test the movie.
05:42 Now, obviously there is a little more work that could be done here in terms of
05:46 having the monkey be animated in his nested timeline so to look a little more
05:50 realistic as he swings.
05:52 But the point is that Easing, Spring, and Damping can all be used to affect the
05:56 quality of movement of your IK tweens.
05:58 Now, remember that Easing is accessed by clicking on the IK span in the
06:02 Timeline. Spring and Damping are accessed by clicking on the individual bone in
06:08 the armature.
06:09
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Creating runtime IK
00:00 We've already explored how you can create IK motion at Authortime in Flash.
00:05 One feature that's available to you is having IK motion be accessible by
00:09 the user at runtime.
00:12 So, in the file called Runtime IK.fla from the exercise files for this chapter,
00:17 we have a bone system in an Armature layer with a monkey swinging on a vine.
00:23 Note that there are no pose frames except for the one on frame 1 in the Armature layer,
00:28 so when you scrub the Timeline, there is not actually any motion.
00:32 And if you click the Armature Span in the Timeline and look in the Property
00:35 inspector, you'll note the Type dropdown in the Options area.
00:39 I'm going to change this to Runtime instead of Authortime.
00:44 When I test the movie, you can move the monkey around as you wish,
00:48 and your end users can too.
00:51 Now this could be a fun feature for a game or a similar type of application.
00:56 So when you want to have a runtime bone system,
01:00 simply click on the Armature span in the Timeline
01:02 and then choose Runtime in the dropdown in the Properties panel.
01:06
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Converting IK to frame-by-frame animation
00:00 IK animation and the Bone tool can create some really fun and interesting effects in Flash;
00:05 however, it for your end users to be able to see IK animation, they need to be
00:10 using Flash Player 10 or higher.
00:12 If you're developing with IK but you need to publish to an older version of the
00:16 Flash Player, the best way to retain your IK animations is to convert them to
00:21 frame-by-frame animation.
00:23 To do this in my giraffe animation, I will need to unlock all of my layers.
00:27 Then I will right-click in each Armature layer and choose Convert to Frame by Frame Animation.
00:33
00:48 You can see that each layer is converted to a frame-by-frame animation with
00:52 keyframes on every frame.
00:55 When I test the movie, the giraffe goes on his walk just as well as he did
00:58 before when he was IK motion.
01:02 Frame-by-frame animation though can be viewed by older versions of the Flash Player.
01:06 So, just remember that once you've converted to frame-by-frame animation,
01:10 you can't go back to armature,
01:12 so be sure your animation is finalized or you have a backup copy somewhere
01:16 before converting to Frame by Frame.
01:18
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12. Effects and Masks
Understanding blend modes
00:00 Using a blend mode in Flash refers to how the colors of an instance interact
00:05 with the colors behind it.
00:07 You can use blending to make imagery integrate in more with the background
00:10 or make it stand out.
00:12 Let's explore blend effects by opening Butterfly.fla in the exercise files for this chapter.
00:18 I am going to click somewhere offstage and look in the Property inspector, and
00:21 you can see that the background color of our file is black.
00:24 If you turn the bgGradient layer on and off, you can clearly see that we have a
00:29 rectangle on the Stage.
00:30 I am going to click on the rectangle and look in the Property inspector;
00:34 you can see that this is just a shape that was drawn with the Rectangle tool.
00:37 It has a bradient fill going from blue to white.
00:40 Having the black, white, and blue in the background will allow us to better see
00:45 the effects of the blends on different backgrounds.
00:47 So I am going to go ahead and lock the bgGradient layer.
00:50 Now I am going to click on the butterfly.
00:52 Looking in your Property inspector, you will see that the butterfly is an
00:56 instance of a movie clip.
00:57 To apply a blend to something on this Stage, it has to be an instance of a movie
01:02 clip, a button symbol, or TLF text.
01:05 Let's practice adding some blends.
01:07 With the butterfly selected, I'll drop open the Display area of the
01:11 Property inspector.
01:12 Under the Blending dropdown, you can see all the choices we have for blend modes.
01:17 Overlay, Screen, and Multiply are the three main blend modes.
01:21 Most of the rest are variations on these three.
01:23 They are also grouped according to blend modes that do similar things.
01:27 So for instance, Multiply makes things darker.
01:30 So let's change this from Normal to Multiply.
01:32 Notice how the part of the butterfly over the white area still looks pretty
01:36 light, but the part over the blue blends nicely with the blue, and the part
01:40 over the black is totally black.
01:42 Overall, the butterfly is darker.
01:45 Let's change the blend from Multiply to Darken, and you'll see that the effect is similar.
01:50 Screen is another one of the main blend modes, and it makes things lighter,
01:54 so let's try it. And it does make the butterfly lighter with some really
01:59 different effects, depending on what part of the background you're looking at.
02:02 Let's change our blend to Lighten, and you'll see that it does a similar thing.
02:06 Let's try a few more.
02:08 So we will flip back to Normal for just a second so we can start with the image
02:12 of the butterfly kind of fresh in our minds.
02:15 Now, Overlay is the third main blend mode.
02:18 It removes a medium grays and increases contrast.
02:22 For this image that's not quite what I thought it would be. We don't have a lot
02:25 of medium gray in this butterfly anyway, so let's try Hard Light.
02:29 That does seem to increase the contrast, especially in the area over the black.
02:33 I will quickly click on Add and now Subtract, and now Difference, and Invert,
02:43 just so we can see what those come up with.
02:46 There are other ways you can play with the blends.
02:48 For instance, I am going to change the blend on the butterfly back to Hard
02:51 Light. Now I am going to click on the Stage to open the properties for the FLA
02:55 document and change the background from black to yellow.
02:58 Notice how the butterfly changes when the background goes from dark to light.
03:02 I am going to change the background color of the movie back to black, and the
03:05 Blend mode for the butterfly back to Normal.
03:08 You might be wondering about some of the other options here in the Display area
03:12 of the Property inspector.
03:13 The Visible checkbox affects whether the butterfly is visible or not in the published SWF.
03:19 I'll uncheck the box and test my movie by pressing Ctrl+Enter, and the butterfly
03:23 doesn't appear as you'd expect.
03:26 At first this might seem like a strange option to include, but there are
03:30 definitely use cases where you'd want a movie clip onstage but not visible.
03:34 The butterfly could be turned on later via ActionScript.
03:38 Back in Flash, we'll recheck the Visible box, and now I will go on to change the
03:42 Render mode from Original or No change to Cache as Bitmap.
03:47 Our butterfly is a vector image that was imported into Flash. So being, the
03:51 Flash Player has to constantly redraw it at runtime, especially if it's moving
03:56 around the Stage, and that can eat a lot of processing power.
03:59 Caching the vector image as bitmap allows Flash to cache an internal bitmap
04:04 representation of the movie clip and refer to that copy, instead of having to
04:08 redraw the vector version over and over.
04:11 This can increase performance as the movie is playing.
04:14 Notice you can also choose to have the background transparent or opaque,
04:18 depending on if you need transparency behind the art or not.
04:22 Export as Bitmap can potentially give you better performance in your
04:25 animations as well.
04:27 The difference is that Cache as Bitmap creates a bitmap at runtime.
04:31 Export as Bitmap creates a bitmap from a movie clip at publishing.
04:36 So don't think that this means it creates an actual bitmap file that you'll find
04:40 somewhere in your file explorer on your computer;
04:43 it just creates a bitmap image in a way that your published SWF knows what to do with it.
04:48 Export as Bitmap is better for more complex vector shapes, like our butterfly
04:53 here that has lots of colors and curves and anchor points within it.
04:56 You could also choose Transparent or Opaque for the background as well.
05:00 Both Cache as Bitmap and Export as Bitmap are best used with movie clips that
05:05 have mostly static content that don't scale or rotate frequently.
05:09 So we are working with a vector butterfly, but Blend modes can work well on
05:14 bitmap images that you've imported into Flash too, as long as you take the bitmap
05:18 and convert it to a movie clip first. That's because, as you remember, you have
05:23 to have a movie clip to use blend modes.
05:25 This could be really useful if you have part of a bitmap image or an
05:28 entire image that you want to apply a blend mode to, but don't have a
05:31 program like Adobe Photoshop.
05:33 You could just do it within Flash.
05:35 So blending can be a good way to add some interesting effects to your layouts.
05:39 A good way to know the options is to experiment with them against
05:43 different background colors.
05:45 Know that if you're working with an image in another program like
05:48 Photoshop, blends that you apply there will come through when you import
05:52 the image into Flash.
05:53 Also, remember that to apply a blend to something in Flash,
05:57 it must be an instance of a movie clip symbol, a button symbol, or a TLF text.
06:03
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Applying filters
00:00 Filters are special effects you can apply to movie clip instances, buttons, or text.
00:06 We haven't covered using text yet, but the techniques we will look at here
00:09 working with movie clips are identical when applied to text.
00:13 So, I have opened up the file called solarHouseFilter.fla and when I publish, we
00:18 see that the sun is already shining onto the solar panel and the teapot, toaster,
00:22 and clock are all plugged in.
00:23 Let's add a filter to the sun so it glows and another filter to the lamp and the
00:28 upstairs bedroom to show that it's plugged in too.
00:31 First I'm going to shrink my Timeline down a little bit so we have a
00:34 little more room to work.
00:35 The only layers that we need to work with are the lamp, the sun, and the rays layer.
00:39 Now I'm going to select the sun, and in the Property inspector notice that
00:43 this is a movie clip.
00:44 I'm going to open up the Filters dropdown in the Property inspector.
00:49 There is an icon at the bottom that looks like a little piece of paper.
00:52 It's on the bottom-left. Click on that once and you'll see the filters that
00:56 we could choose from.
00:57 I'm going choose Glow.
00:59 You'll immediately see that a glow has been applied to the sun.
01:03 Changing the Blur X and Blur Y setting affects how diffuse the glow is.
01:07 You could use the slider, but I'm going to type in 55.
01:11 Notice that you can also click on the little picture of the chain to unlink Blur
01:15 X and Blur Y, so you can change the blur horizontally or vertically without
01:20 affecting the other dimension.
01:25 You can play around with all the other options to see what they do.
01:28 I'm not going to change them all, but I'm going to try changing the Quality to
01:32 High and change the Color to kind of an orange, and then I'm going to try
01:37 checking the box for Inner glow to see what that looks like.
01:40 You can turn the visibility of a filter on or off by clicking on the name of the
01:44 filter, so I'll click Glow at the top and then click on the little icon of the eye at
01:49 the bottom to disable the filter.
01:52 If you want to turn it back on again, you have to click Glow at the top again
01:56 and then click the eye a second time.
01:58 If you don't like your filter, you can click on the name of the filter--so I'll
02:02 click Glow again at the top--and at the bottom of the Property inspector click
02:07 the little arrow to reset the filter back to the defaults.
02:10 I'm going to link up my Blur X and Blur Y again so that if I change one, the
02:15 other moves proportionally, I'm going to change the blur to 55.
02:19 So, let's say you really like this filter and you want to apply it somewhere else.
02:23 You could save the settings that you've chosen for a filter as a preset to
02:27 use on another object.
02:29 I'm going to click on the title of Glow again and now click the icon that looks
02:33 like multiple pieces of paper and choose Save as. I'm going to save my preset as myGlow.
02:40 Let's apply the glow to the lamp in the upstairs bedroom.
02:44 So, I'll click on the lamp and you'll notice that it's a movie clip instance.
02:48 Now you can open up the presets in the Property inspector and choose the myGlow
02:53 preset that we just created, and there it is.
02:56 You've probably also noticed the Clipboard icon at the bottom of the
02:59 Property inspector.
03:00 This is useful for copying and pasting a filter between items, as opposed to
03:04 creating and using a preset like we just did. So, let's try it out.
03:08 First, we're going to get rid of the glow on the lamp.
03:11 With the lamp still selected, I'll click on the Glow filter title and then at
03:16 the bottom of the Property inspector, click the icon of the trashcan to delete the filter.
03:20 Now I'm going to click on the sun again.
03:22 I'm going to click on the Glow filter title in the Property inspector.
03:26 Now under the Clipboard, notice the options of Copy Selected, Copy All, or Paste.
03:32 I'm going to choose Copy Selected.
03:34 Now the Glow Filter settings are copied to my computer's memory, ready to paste
03:38 onto another object.
03:40 So I'll click on the lamp movie clip, go to the Clipboard again, and choose Paste.
03:44 The Glow is apply to the lamp, but I actually think it would be better as kind
03:48 of a yellow color for the lamp, so I'm just going to change it to yellow.
03:51 Now a movie clip can have more than one filter applied to it.
03:55 I'm going to click the sun and also give it a Blur filter.
03:59 So you can see we've got two filters here, and I'm going to increase the value of the Blur.
04:05 It changes the sun, but I'm not really sure I like the Blur effect.
04:09 So, I'll just click on the Blur title in the Property inspector and delete it.
04:14 Just know that you can apply multiple filters to a single item on the Stage.
04:18 Now filters don't have to be applied to just static elements. You can apply a
04:22 filter to a movie clip, even if it's not moving.
04:25 Remember how the sun's rays move towards the house?
04:28 I'll publish the movie so we can see that.
04:33 Back in Flash, I'll double-click on the sun ray movie clip, and we can see that
04:37 it's got its own Timeline
04:39 that's 45 frames long with a shape tween on it.
04:41 I'll click Scene 1 to return to the main Timeline.
04:45 Now with sun ray selected, I'm going to apply a Glow filter to this as well.
04:50 I'm going to change the color to orange and I'm going to bump up the Blur X and Blur Y.
04:55 Now I'm going to test the movie, and you'll see the glow applied during the entire tween.
05:00 That sun looks positively scorching.
05:02 I don't think we're going to have to ever pay for electricity again.
05:04 So, you can apply filters to movie clips that are tweening, regardless if
05:09 they have a nested Timeline, like this one, or if they are just animated on the main Timeline.
05:14 Filters are an easy way to add some visual depth to your imagery. All you
05:18 have to do is click on the item and open the Filters section in the Property inspector.
05:23 Remember that filters can be applied to movie clip instances, button
05:26 instances, and text.
05:29
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Setting up masks
00:00 A mask in Flash is a technique where you can make only certain parts of the
00:04 screen visible. You achieve the effect using layers and it's not unlike using
00:09 masks in other programs, like Adobe Photoshop.
00:12 To practice with masks, I've opened the file called mask.fla in the exercise
00:17 files for this chapter.
00:18 The file has two layers in it.
00:20 If you turn the visibility of the background layer on and off, you'll see that
00:24 this is where the image of the jungle background is.
00:27 Clicking on the image in opening the Property inspector we'll see that it's
00:30 just an instance of a bitmap called jungleBackground. So I'm going to go ahead
00:34 and lock this layer.
00:36 Now I'll turn the visibility of the monkey layer on and off and click on him and
00:40 you'll see that he is a movie clip.
00:42 That's fine, so I'll just lock the monkey layer.
00:44 So I'm going to create a mask so that only the monkey's head appears so he
00:48 looks like he's peeking out from behind the tree.
00:51 The first step is to create a new layer above all the other layers and name it mask.
00:59 Now we have to draw a shape. What this shape covers will be what appears on the
01:03 screen; everything else will be masked out. So I'll grab my Oval tool.
01:09 In the Property inspector, I'm going to set the stroke to be Null, and I'll
01:14 choose a color for the fill.
01:15 I recommend a light color that will show up easily, like light green.
01:19 I'd also recommend setting the alpha of the fill to 50 so it's a little bit transparent.
01:25 This will make it easy to see what's behind the mask, as you'll soon see.
01:29 So, I'll draw an oval that covers just the head of the monkey.
01:32 You can see through the green because the Alpha is 50%. And I'll use my Arrow
01:37 tool to make a few adjustments to the shape so it more closely matches the shape
01:41 of his face and chin.
01:43 The next step is to change the layer from a regular layer to a mask layer. To do
01:48 this, I'll double-click on the icon next to the layer name that looks like a
01:52 piece of paper to open up the Layer Properties dialog box.
01:56 Choosing the Mask radio button will change the layer from a normal layer to a
02:00 mask layer. So I'll click OK.
02:01 You'll notice that the icon next to the layer name now has changed to
02:06 indicate it's a mask layer.
02:07 However, nothing on the screen looks like it's really changed.
02:11 That's because we have yet to tell Flash what layers we want to be affected by the mask.
02:15 To do this, on the monkey layer, I'll double-click on the icon next to the layer
02:19 name to open up the Layer Properties box again.
02:22 This time I'll change it from a normal layer to a masked layer.
02:26 You'll notice the layers icon has changed to indicate that it's masked.
02:33 It's also indented a bit underneath the mask layer.
02:36 Instead of going through the process that we just did, you could just simply
02:40 click and drag the layer name. I'll show you.
02:43 When I drag the monkey layer out to the left, notice the dark black line.
02:48 The position of the black line indicates where the layer is going to rest when
02:52 you release the mouse. So I'll drag it to the left and up and drop it and now
02:56 it's a normal layer again.
02:58 Now I'll drag it down and to the right until we see that black line again, and I'll
03:02 drop it underneath the mask layer.
03:04 So we've set up our mask correctly, but it still doesn't look like anything has
03:08 changed on the screen.
03:09 However, if you test your movie, you'll see in the resulting SWF that the mask
03:13 has been successfully applied; we can only see the portion of the monkey's head
03:17 covered by the mask.
03:18 The entire background image appears because it's just a normal layer.
03:22 So here is the secret to be able to see the effect of the mask while working in your FLA.
03:27 All you have to do is lock the mask in the monkey layers.
03:31 Suddenly our mask effect appears.
03:33 Notice what happens when you unlock the mask layer. You can still see the shape
03:38 of the green mask, but the effect doesn't appear. But that's okay.
03:41 I can adjust my green oval a little bit more to make it a slightly tighter crop.
03:46 Now I'll lock the mask layer again and lock and unlock the monkey layer. You can
03:51 see that while you can kind of see what the mask effect is going to be, because
03:55 the green square is visible, it's not the full effect.
03:58 The point is that when you're working with masks, if you aren't seeing your
04:02 full-on mask effect and want to, be sure that all affected layers are locked and visible.
04:07 So, masks can be a good way to create visual effects.
04:11 Remember that the bare minimum you need to create masks are a mask layer and at
04:15 least one masked layer that's indented underneath it.
04:18 The mask layer can be static, as this one is.
04:21 It could also have a motion tween or, even a shape tween in it, for a more dynamic
04:25 feel, as we'll soon see.
04:27
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Animating a mask
00:00 One practical application of masks you might like is to make masks animated in
00:05 order to reveal different parts of the screen over time.
00:08 What I'm thinking of is often called a wipe effect.
00:11 You've probably seen it in places like PowerPoint presentations where words on
00:14 the screen reveal from left to right.
00:16 Sometimes you see it in photo galleries, where an entire picture is revealed
00:20 from one side to another.
00:21 So I've opened the file called animatedMask.fla from the exercise files for this
00:26 chapter to demonstrate.
00:28 In our Timeline, we have our background image as before, as well as our monkey.
00:33 We also have a text layer that says "Got any bananas?"
00:36 Let's lock all three layers.
00:38 So we'll have the monkey and the text at first be hidden, and then later
00:43 revealed by way of an animated mask,
00:45 so we'll need a mask layer.
00:47 I'll create a new layer above the text layer and rename it mask.
00:52 Now I'll create a shape to be our mask.
00:54 I'm going to use my Rectangle tool and set the Stroke to No Stroke, and have
00:58 the Fill be a green color with 50% Alpha so I can see through it.
01:02 I'll draw the rectangle off to the left of the monkey and the text.
01:08 Now I'll double-click on the icon in the mask layer to open up the Layer
01:12 Properties box, and I'll change it to a mask layer.
01:16 Now I'll drag the text and the monkey layers up and to the right so they're
01:20 indented under the mask layer.
01:24 Notice the icons have also changed from the piece of paper to the masked layer icon.
01:29 Let's have our animated mask move over the course of two seconds.
01:33 I'll click on the pasteboard and open the Property inspector, and we can see
01:37 that our frame rate is 24 frames per second.
01:39 So to have two seconds, we need to extend our Timeline out to 48 frames, since
01:44 24 multiplied by 2 is 48.
01:47 So I'll select frame 48 of the mask layer, hold down the Shift key on my
01:51 keyboard, and then select frame 48 of the background layer.
01:54 Now I'll hit F5 to extend all four layers out to 48 frames.
01:59 We want to make our mask animate from left to right,
02:01 so we'll build a motion tween on the mask layer.
02:04 Note that we could use a shape tween just as well, but for this example
02:07 we'll use a motion tween.
02:09 Remember that to create a motion tween you have to have a symbol.
02:12 So on the mask layer, I'll select the green rectangle and convert it to a symbol
02:16 by right-clicking on it and say Convert to Symbol.
02:19 I'll call it mask and in the Type dropdown
02:22 I'll make sure it's a movie clip and click OK.
02:24 Remember the workflow to create a motion tween is to tell Flash where you want
02:28 it to start, apply the tween, and then tell it where you want it to end.
02:33 So I'll move the red playhead on the Timeline to frame 1.
02:36 The green rectangle is already over to the left of the monkey and the text, and
02:40 that's a fine place for the start.
02:41 So now I'll right-click anywhere on the mask layer in the Timeline and choose
02:45 Create Motion Tween.
02:47 To tell Flash where we want the tween to end, I'll move my red playhead over to
02:51 frame 48 and move the green rectangle over to the right-hand side of the
02:55 monkey and the text.
02:57 Now I'll lock the mask layer and scrub the playhead to preview the tween
03:01 acting as the mask.
03:02 I'll go ahead and test by pressing Ctrl+Enter.
03:08 So our desired effect has been achieved.
03:11 The monkey and text are revealed and then disappear as the animated mask
03:14 moves across the screen. Cool!
03:17 Let's take this one step further to demonstrate that we can have other motion
03:20 going on on the Stage despite there being a mask.
03:24 To show this, we'll make the monkey do a somersault.
03:26 To make him jump, it's a simple matter of applying another motion tween.
03:30 I'll unlock the monkey layer, and let's unlock the mask layer too so you can
03:34 see where the position of the monkey is relative to the mask.
03:37 I'll make sure the red playhead is on frame 1 and click once on the monkey.
03:42 Looking in the Property inspector, he's a movie clip, which is good.
03:45 You'll have to have a symbol in order to create a motion tween.
03:48 So I'll right-click anywhere in the Timeline on the monkey layer and choose
03:51 Create Motion Tween.
03:52 Now we just have to tell Flash where we want the monkey's motion to end, so I'm
03:58 going to move the red playhead to frame 48 and then click and drag the monkey
04:01 slightly to the right.
04:03 Now I'll click on the pink line that indicates the motion path of the monkey.
04:07 The properties for the motion path show up in the Property inspector. And I'll
04:11 type in 1 for Rotation
04:13 so the monkey spins once over the course of the 48 frames.
04:17 Our changes are done, so I'll go ahead and lock the two unlocked layers, and
04:21 I'll publish the movie to see the final effect. And it works.
04:24 The text and the monkey are revealed and disappear because of the animated mask,
04:29 while the monkey is doing his own motion-tween thing.
04:32 Masks can create some complicated visual effects, and remember that the bare
04:36 minimum you need to create masks are a mask layer and at least one masked layer
04:41 that's indented underneath it.
04:43 The mask layer can have a motion tween or even a shape tween in it.
04:46 The masked layers can be doing their own things like motion tweening, just like
04:50 our monkey layer, and the content on that layer still be revealed and
04:54 disappeared, thanks to the mask.
04:57
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13. Text
Comparing Text Layout Framework (TLF) vs. Classic text
00:01 There are two main types of texts that you can choose between in Flash:
00:04 classic text and TLF text.
00:07 TLF stands for Text Layout Framework.
00:11 Now which one you pick affects the text formatting options available to you and
00:15 the final file size of your SWF.
00:17 Let's take a peek at the different types of text now, starting with classic text.
00:22 So I am going to start in a new blank FLA document.
00:24 I am going to it as text.fla just on my Desktop.
00:27 Now over in the toolbar I'll click on the Text tool.
00:31 It looks like a capital T. As soon as you click it, you should see the
00:36 Properties panel open with all the different options you can choose from for your text.
00:41 The first thing to notice is this first dropdown at the top, which gives you a
00:45 choice between Classic Text and TLF Text.
00:48 I am going to choose Classic Text.
00:50 Under the next dropdown you'll see you get a choice between Static, Dynamic, and Input Text.
00:56 We're going to choose Static Text.
00:58 All we want our text to do is just appear on the Stage, so this is
01:01 the appropriate choice.
01:02 We'll talk about the other choices in a later movie.
01:05 So first, the very basics of putting text on the Stage. I am going to choose to
01:10 have my text be Arial, bold, 18 points big, choose black for the color, and have
01:16 my text be left-aligned down here in the Paragraph area.
01:20 Now I am going to click just once on the Stage and type the phrase, "This is the text tool."
01:27 You can move your box around if you want to adjust the position by selecting
01:30 your Arrow tool and then just moving the box around.
01:33 Now I am going to grab the Text tool again and make a new text box.
01:38 This time I am going to hold the mouse button and drag out to the right.
01:43 This is a great way to create a text box if you need a specific width. You can
01:47 just type whatever you want into the text box and it will wrap as needed to keep the width.
01:52 I am going to type "Fixed width text boxes wrap automatically."
02:01 If I grab the Arrow tool again, I can click on the edge of the box and adjust
02:05 the width of the box if needed, and the text will rewrap.
02:08 Well, here's another weirder option.
02:11 Let's hit Q to bring up the transformation handles on the text box, and you can
02:15 stretch, rotate, and skew the text.
02:18 Now all the simple things we've done so far you can do with classic and TLF text.
02:25 For now, we don't need this bottom text box anymore, so I'm just going to delete it.
02:29 I'll select the remaining text box with my Arrow tool.
02:33 I am going to open up all the options that we have for classic text boxes on the right.
02:38 Now I am not really going to spend hardly any time here because the breadth of
02:42 the tools set for classic text includes options that you're likely familiar
02:46 with from other programs, especially if you work with programs like Adobe
02:49 Illustrator or InDesign.
02:52 You can affect the X and the Y and the Width and the Height up here at the top
02:56 in the Position and Size area.
02:58 The controls under Character for selecting the Font Size and Style and in the
03:02 Paragraph section are probably familiar, or at least intuitive enough that they
03:06 are easy to figure out.
03:08 If you select your text box and type a link into the Options area here, your
03:12 text becomes clickable in the SWF.
03:14 And finally, in the Filters area, you can add a filter effect to your text just
03:18 like we saw earlier in the course.
03:20 I am going to delete that filter.
03:23 I am also going to quickly publish the SWF file.
03:26 I am going to close it right away and click on the pasteboard.
03:30 Now I'll look in the Property inspector in the SWF History area and you can see
03:33 the file size of our SWF is 1.6 kilobytes.
03:38 That's pretty tiny, and that will become important in just a minute.
03:42 So there are two big differences I want to point out between classic text and TLF text.
03:47 TLF text, as we said before, stands for Text Layout Framework.
03:51 It was introduced in Flash CS5, and your end users must have at least Flash
03:55 Player 10 for TLF text to work.
03:57 Now the first big difference is that TLF offers a lot more text manipulation
04:02 methods than classic.
04:04 I am going to make sure that my text box is still selected.
04:07 I am going to change the dropdown that specifies the type of text to TLF.
04:12 Notice right away how we have a lot more options in the Property inspector for text control.
04:17 We'll go over some of the highlights of those controls in a different movie.
04:21 The second big thing between classic and TLF text is file size, so I am just
04:25 going to publish the movie again by hitting Ctrl+Enter.
04:28 I am going to close the SWF right away and click on the pasteboard.
04:33 Here in the SWF History section you can see that our file size has jumped up to 22.7 kilobytes.
04:40 That's pretty big for something with just a simple line of text in it.
04:43 I am going to go to the file explorer and find where I saved my text Flash file.
04:50 Here's the FLA and here's the SWF, and you'll also see this textLayout SWZ
04:56 file next to the SWF.
04:58 TLF text depends on a specific external ActionScript library to function
05:03 properly, and that's it right there.
05:05 It's created when you publish the SWF.
05:07 When a SWF with TLF text is playing from the web, it looks for this runtime
05:12 shared library in a couple of places.
05:14 First the SWF looks on the local computer that it's playing on.
05:17 Often the library is cached there from previous Internet usage.
05:21 If the SWF doesn't find it there, it then looks on adobe.com.
05:25 If that fails too, it looks for the library in the same directory as the SWF.
05:30 So to be totally 100% safe when using TLF text in your Flash movies, you should
05:35 be sure that the SWZ file is uploaded to the same directory as the SWF on your
05:41 web server, or wherever your SWF file is going to go.
05:44 There is a way to wrap up the functionality of what's in the SWZ file into the
05:49 SWF so you don't have to have these two separate files.
05:53 I am going to do it super quickly but it's not recommended, since it makes your
05:57 file size really big.
05:59 So don't worry about retaining how to actually do this.
06:02 So I am going to click on the Stage to make sure we have the Document Properties
06:06 in the Property inspector.
06:07 Then I am going to click on the little wrench icon to edit
06:10 ActionScript settings.
06:12 Now I am going to choose the Library path tab.
06:16 Down below, I am going to click on textLayout.swc.
06:20 This is our runtime shared library.
06:23 Under Default linkage, here in this dropdown, I am going to choose Merged into code.
06:28 I am going to click OK and now I'll publish my SWF again.
06:35 I'll close it right away and in the Property inspector, we see that the SWF
06:39 file is now over 190K.
06:42 So can see now why the functionality of TLF text is wrapped up into that
06:47 separate SWZ file, so you're not bogging down your Flash SWFs that use TLF text
06:52 with that file size every time.
06:53 So now you have some criteria as to what type of text you should use when
06:58 creating Flash movies.
07:00 If you need sophisticated controls for text formatting, like multiple columns
07:04 or wrapping text around, choose Classic Text if you don't need that degree of
07:09 layout control, or if you need to be super careful about your final published
07:13 SWF file size.
07:15
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Exploring types of TLF and Classic text
00:00 There are several choices as to the type of text box you can create for both
00:05 classic and TLF text.
00:07 I've opened the file called textComparison.fla to demonstrate.
00:11 In this file the actual text boxes we'll be working with are in blue. The black
00:16 text is just acting as labels.
00:18 So I'm going to click on the first text box on the upper-left.
00:22 If you look in the Property inspector it will tell you that this is Classic Text
00:26 and in the secondary dropdown it's Static Text.
00:30 And of course, that's what the label on the screen implies.
00:33 In the Type dropdown we also have Dynamic Text and Input Text choices.
00:38 You can see that we have a labeled example for each of those on the screen too.
00:42 Here's Dynamic and here's Input.
00:45 When I click on the box that says, "I'm read only" and look in the Property
00:50 inspector, note that it shows that this is a TLF text box and the Type is
00:55 of course Read Only.
00:57 The other choices for TLF in the dropdown are Selectable and Editable, and we've
01:01 got an example of each of those on the screen as well.
01:04 Here's the Selectable box and here's the Editable box.
01:09 So starting with Classic Text > Static,
01:12 I'll publish the movie. And this text is just as the name implies:
01:16 it's Static Text and it just hangs out on the screen.
01:19 It's great for things like labels or blocks of text that just need to be present
01:23 and not do anything.
01:24 You'll notice when I try to select the text in the SWF, I can't. If I go back
01:31 into the FLA and select the text box, in the Property inspector there is an
01:36 option in the Character section to make it selectable.
01:39 It's this little box right here.
01:40 I'll click that, test, and now I can select the text.
01:45 So you can have text be static or selectable depending on if you want people to
01:50 be able to copy it or not.
01:51 Now let's look at Classic Text > Dynamic.
01:59 This is a type of text box that you can control with ActionScript.
02:03 When I click on the box, notice in the Property inspector there's a spot for instance name.
02:08 I've given this text box an instance name of dynamo.
02:11 That instance name is the hook that ActionScript needs to know what box I want
02:15 to change and what I want it to say.
02:19 When I test the movie, you'll see that the ActionScript I wrote when I prepared
02:22 this file has changed the text in the box from "I'm dynamic" to "I changed."
02:30 Now the classic text box for input text. It's great for things like when you want
02:35 someone to type in their name or their phone number or an email address.
02:39 You can pre-populate the box with instructions.
02:41 Of course our box here tells us to type your name here.
02:45 Input text boxes can also have an instance name--you can tell when I click on
02:49 the text box and look in the Property inspector.
02:52 I didn't give this one a name, but when I test the movie you can see indeed, I can
02:56 type something in, so I'll type in my name.
03:00 If I had given this box an instance name, I could then take what I typed in and
03:06 do something with it, like put it in a database or insert it into an email or
03:10 save Anastasia as the highest scorer in the game.
03:13 I could then even output text back into the box, but I didn't do that for this example.
03:18 So that's the types of classic text.
03:21 I won't even close the SWF here as we move on to TLF, Read Only text, because as
03:27 you can see, it really is just read only. I can't select it.
03:30 If you want selectable text when using TLF you'll need to use selectable text
03:35 like our middle text box here.
03:37 You might be wondering why classic text and TLF text both have what's
03:42 essentially a read only type of text.
03:44 Why would we need two versions of almost the same thing?
03:47 Well, the difference is in the types of controls that you have over the flow and
03:52 layout of static text.
03:53 TLF has more options, like flowing text from one text box into another in
03:58 different places on the screen.
03:59 We'll look at that in another movie.
04:01 Closing the SWF, we'll move on to the final type of TLF text, editable text.
04:07 This type of box can have an instance name and can be controlled by
04:09 ActionScript as well.
04:11 In fact, all the types of TLF text boxes can.
04:14 Now the name of editable text is a little misleading because this type of
04:18 text box can actually do a lot.
04:21 You can see that we've pre-populated it with instructions to type your name here.
04:24 All right, I will publish the movie and type in my name.
04:30 Even though the text box is editable, it's also kind of like a dynamic text box too.
04:36 When I click on the Enter button, ActionScript takes the name that I typed in and
04:40 puts it back out into the phrase "Hello, Anastasia."
04:44 If you're wondering where all the ActionScript for this is, look in the Timeline
04:48 on the actionscript layer.
04:50 You'll see the keyframe on frame 1 has a little A above it, indicating
04:53 ActionScript is attached there.
04:55 To view it, you simply click on that frame and open the Actions panel by going to
04:59 Window > Actions, or hitting F9.
05:03 We'll talk more about writing and using ActionScript later in the course, so
05:07 I'll just close my Actions panel for now.
05:09 So there you have the different types of text boxes.
05:13 The choices between classic text and TLF text are different because TLF text is
05:18 newer, so it offers more choices in terms of text layout and functionality,
05:22 which we'll talk about later.
05:24 If you don't need all those fancy controls, it's fine to choose Classic Text.
05:28 Remember, also, that classic text ends up giving you a smaller SWF file size
05:32 because it doesn't use that external library that we looked at previously in
05:37 the course.
05:38
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Exploring TLF text features
00:00 Let's explore some of the advanced features offered by TLF text by opening a new
00:05 blank FLA document and saving it as TLF.fla.
00:10 I'll save mine in the end folder in the exercise files for this chapter.
00:15 Now I'm going to select my Text tool and make sure that we have TLF Text and
00:19 Read Only selected in the dropdowns.
00:22 Make sure also that you've got Arial, Regular font, size 10 point, with a color
00:27 of black, and now I'm going to draw a text box on the Stage.
00:31 You'll notice that the Property inspector changes to show all the different
00:37 options that TLF text provides.
00:39 I'll demonstrate one of those methods by putting a lot of text into the text box.
00:44 To save on typing, I'm going to quickly copy and paste the chunk of text from
00:48 the file called TLF text that's sitting in the exercise files.
00:52 Now in the Property inspector, let's open up the area called Container And Flow.
00:58 You'll see a spot here marked Columns.
01:01 Let's change this from 1 to 3.
01:05 You can see that we now have our text in a nice three-column format. You might
01:09 not be able to see it right away, so you could stretch your text box out a
01:12 little bit and scroll up, and there it is.
01:15 I'm going to shrink it back down a little bit more, because I'm going to need to
01:18 need more room on the Stage in a little bit.
01:20 And notice the little red square at the bottom-right off the box.
01:24 That's an indicator that there's too much text for this box.
01:27 The text box needs to be bigger.
01:29 So, we could just click and drag the box to make it bigger, but I'm not going to do that.
01:34 Instead, I'm going to draw a second TLF text box below the first one and then a
01:39 third one with a more vertical shape on the right.
01:41 Now I'm going to select the first text box and click on the little red box
01:46 on the lower-right.
01:48 As I move the arrow over the second text box, you'll see the icon that looks
01:52 like a linked chain appear next to my arrow.
01:55 I'll click on the second text box and you'll see that the text now flows from
01:58 the first to the second.
02:00 We can do this again by clicking on the little red box at the bottom of the
02:03 second text box, and then mousing over the third text box.
02:07 I'll click and now the text flows into the third text box.
02:11 I'm going to stretch this last text box out so we finally have enough text box
02:16 space to display all of the text.
02:19 So, you could use flowing the text from one box to another to create
02:23 sophisticated layouts where the text flows around other items on the Stage.
02:28 You can unlink the boxes by clicking the box with the arrow in it on the third
02:32 text box. Then, hover over until an icon of a broken chain comes up. I'll click
02:39 and the link between the two boxes is broken.
02:42 To restore, I'll click the red box at the bottom of the second text box again,
02:47 and as I move my mouse, a little icon of words comes up, indicating I'm about
02:51 to flow the text again.
02:53 When I get to the third text box, the chain icon shows up again, and I'll click
02:57 to restore the text flow.
02:59 So being able to control features like columns and text flow from one box to
03:04 another can make it a lot easier to work with big chunks of text.
03:08 TLF text also offers you lots of other choices for text.
03:12 You could turn it on its side so it reads vertically up and down the page.
03:16 You could change color settings like tint and alpha and brightness and more.
03:20 You can even use some basic HTML tags in the text box via ActionScript.
03:25 So when you need it, take some time to further explore all the options available
03:29 via the Property inspector.
03:31
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Embedding fonts
00:00 There is a technique you need to be aware of when working with a text box where
00:04 the text can be changed during runtime.
00:06 An example could be where a user has to type information in or the text is
00:11 changed via ActionScript.
00:13 I'll open the file called missingFont.swf in the exercise files for this chapter
00:18 to see this in action.
00:19 The FLA also exists for your reference, but the resulting SWF is what
00:23 we're interested in.
00:25 The SWF file has classic text input text boxes with content displayed in two
00:30 fonts, Arial and Tristan, or at least it kind of does. The first line of text
00:36 tells you it's supposed to be displayed in Tristan font, but unless you have
00:40 Tristan on your computer, it's probably not.
00:42 For me, it looks like Flash is substituting Arial instead.
00:46 The second line of text is just in boring old Arial.
00:49 It's actually probably Arial Bold, and it displays just fine.
00:53 And here's why this is happening.
00:55 When Flash displays input or dynamic text boxes on the screen, it looks for the
01:00 definition of the fonts being used on the end user's local computer.
01:04 If it finds those fonts, it uses them and the fonts display correctly and
01:08 everything is peachy.
01:09 If those fonts are not found on the user's local computer, Flash substitutes
01:14 with something else.
01:15 And as you can see here, this can lead to some unexpected results.
01:19 Notice the last line of text, which tells you that this is what the font
01:22 called Tristan looks like.
01:24 You can see what it looks like because I used a trick to make doubly sure that
01:28 it would display as Tristan.
01:30 To demonstrate, I am going to open a new blank FLA document and type some
01:34 text on the screen.
01:37 It doesn't matter what font, size, or color it is;
01:40 I am just going to type in hello.
01:44 Now, I will select the text with my Arrow tool, go to the Modify menu,
01:48 and choose Break Apart.
01:50 The text turns from a word into individual letters.
01:54 Now, I will go to Modify > Break Apart one more time.
01:58 Look in the Property inspector and you'll see that these are now shapes.
02:01 They're just blobs of color that happen to be in the shapes of letters.
02:06 So that's what we have in the SWF file, letters which look like Tristan but
02:11 are really just shapes.
02:12 I will go head and close both of those files.
02:15 The way to get around this problem is by embedding fonts.
02:19 Embedding fonts basically means that you're including, or embedding, the vector
02:23 outlines of each character into your SWF file.
02:26 This way Flash knows how to draw the characters regardless of what fonts are on
02:29 the end user's computer.
02:31 As we've seen, embedding fonts can be a very worthwhile activity,
02:34 so let's learn how to do it by first opening another blank FLA file.
02:40 I'll grab the Text tool and choose Classic Text.
02:43 Under the next dropdown, I am going to make sure that Input Text is selected.
02:48 For the Font, I'm going to choose Baskerville Old Face.
02:51 You should pick a font on your computer that isn't one that everyone else
02:55 would necessarily have.
02:56 Now, I will draw a text box on the Stage and type in "I need to embed this font."
03:03 When it publish the movie. While it will publish and look just fine to me because
03:07 I'm using a font on my computer, Flash will give an output message stating "Fonts
03:12 should be embedded for any text that may be edited at runtime."
03:16 Then it encourages us to embed our fonts. So let's do it.
03:19 I will close the SWF file and return to Flash.
03:22 I will grab my Arrow tool and be sure that the text box is selected.
03:26 Then in the Character area of the Properties panel, I am going to click the Embed button.
03:32 The Font Embedding dialog box comes up.
03:35 Here in the Name area, you can type a more descriptive name than the default to
03:39 identify what the font you're embedding is meant to be.
03:42 So I'll type Baskerville.
03:44 Then in the Character ranges area, I am going to select to embed the uppercase,
03:48 lowercase, and punctuation glyphs.
03:52 I'd recommend not selecting all, because as you can see, that would be 236 glyphs.
03:58 You're embedding the vector outline of each glyph into the SWF file, so the
04:02 fewer glyphs you embed, the smaller the file size, and the faster your
04:05 movie loads for user.
04:07 Once you've made your selections, click OK.
04:10 At this point, you can publish your movie again and note that the little
04:13 reminder to embed fonts that we saw before is gone.
04:17 We're set for now, but know that if you use an unusual font in multiple
04:21 text boxes in your Flash movie, you need to go through the process that we just
04:25 did for each text box.
04:27 Here's an alternative you could use instead of embedding fonts.
04:30 Using the Arrow tool, I will select the text box again.
04:34 Under the Font dropdown in the Property inspector, I am going to scroll to the top.
04:39 The top three fonts are device fonts:
04:42 Sans looks like Arial, Serif looks like Times, and Typewriter looks like Courier.
04:47 By using device fonts, you're telling Flash to just pick a font on the user's
04:52 local computer that most closely resembles the device fonts.
04:55 By choosing device fonts, you don't have to embed and the SWF size is smaller.
05:00 However, since the font outlines are not embedded, expect the possibility of
05:05 some variation in what your end users will see.
05:08 In the end, you don't know for sure what font that they may have installed that
05:12 corresponds to the device font that you've chosen.
05:15 Of course, you cold also choose you text and go to Modify > Break Apart twice,
05:19 just as we did before.
05:21 Once your text is turned into shapes though, you can't edit it like text,
05:25 so be sure the text is finalized before you do that.
05:29 So now you've seen how and why to embed fonts. The only other thing to remember
05:34 is that you should embed fonts for text boxes that can change or be edited
05:38 during runtime, such as classic text input boxes or TLF text-editable boxes.
05:44 You don't have to embed fonts for static text boxes.
05:47 But if you're not sure, Flash will warn you when you need to embed.
05:51
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Working with right-to-left fonts
00:00 TLF text offers you more options than classic text in terms of controlling Asian and
00:06 right-to-left fonts.
00:08 You can see these options by clicking on the Text tool in the toolbar or
00:11 selecting a text box on the Stage.
00:14 This one is a TLF text box that's been set to Read Only.
00:18 Notice in the Property inspector that I've got the Advanced Character and
00:22 Paragraph sections open.
00:24 Now in the flyout menu at the upper-right of the Property inspector notice the
00:28 choice for Show Asian Options that you can toggle on and off. When I turn it on,
00:34 notice that we get some extra options for Asian fonts in the Advanced Character
00:38 Section, like Dominant Baseline and Alignment Baseline.
00:41 When I turn on the Show Right to Left Options,
00:45 notice the new Direction dropdown that shows up in the Paragraph section.
00:49 So using these options in Flash, you have support for Asian and right-to-
00:53 left Languages.
00:55
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14. Video
Using the Adobe Media Encoder
00:00 Flash is the most common method of delivering video over the web.
00:05 Sites like The New York Times and YouTube rely on the Flash platform to present video.
00:10 Adding video to Flash is easy, but before adding it to Flash the video itself
00:15 must first be correctly formatted.
00:17 The appropriate video format for Flash is Flash video, which has an extension of FLV or F4V.
00:24 F4V is a newer Flash video format that supports the H.264 or high-
00:31 definition video standard.
00:33 Your viewers have to have at least Flash Player 9 to view H.264 video.
00:38 If you already have a video in FLV or F4V format, you are all set and you are
00:44 ready to use it in your Flash projects.
00:46 If you have a video that's not in FLV or F4V format, you are still covered,
00:52 because when you purchase Flash Professional you also get a stand-alone
00:55 application called Adobe Media Encoder.
00:59 You can use Adobe Media Encoder to convert MOV, AVI, WMV, and some other video
01:05 file formats into Flash video.
01:09 I already have Adobe Media Encoder open.
01:12 Once it's open, I am going to click the plus button at the upper-left to select
01:16 what video I want to convert.
01:18 In the Start folder, in the exerciseFiles for this chapter, I am going to choose
01:22 KinetEco_640x480.mov.
01:27 You could also choose any other video file that you may have and want to use.
01:33 So in Adobe Media Encoder, you can click the Format dropdown to see the
01:37 export options we have.
01:39 We will go ahead and stick with F4V.
01:41 Under the Preset dropdown, let's select the second from the bottom, which starts
01:46 with the words Web-640x480, 4x3. Under Output File, make sure that you like the
01:54 spot where Media Encoder will put your converted file.
01:59 Having it point to the end folder in the exercise files for this chapter is just fine.
02:04 There is already a video file there in case Adobe Media Encoder isn't working for you,
02:09 so you can either overwrite that file or create a new name for the one that we
02:13 are about to export.
02:17 Now when I click on the listing we chose under Preset, the Export Settings
02:21 dialog box comes up.
02:23 Here you can edit the length of your video, you could resize it, you could add
02:27 cue points to it so it can sync with other things going on on the screen,
02:31 you can affect the final quality of the output and more.
02:35 I am going to drag the play bar under the video preview just so we can get an
02:39 idea of what the video looks like, but I am not going to make any edits.
02:44 With that, I will click OK and then back on the main interface, I am going to
02:48 click Start Queue, which looks like a green play button.
02:54 The conversion begins and we can watch the progress.
02:56 While it's working, know that the course Publishing Video with the Flash
03:02 Platform by Lisa Larson-Kelley here in the lynda.com online training
03:06 library will give you excellent detail on all the options of using the
03:10 Adobe Media Encoder.
03:11 (sound playing)
03:14 And with that sound the video is done processing.
03:18 Here is the new video that I just converted.
03:21 So now I'm ready to use it in a Flash project.
03:24
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Integrating video
00:00 Once you have a video converted to a format that Flash can work with, integrating
00:04 the video into your Flash projects is a simple step-by-step process.
00:09 I am going to start a new blank FLA document by clicking ActionScript 3.0, and I
00:13 will save the new file as video.fla.
00:18 I'd suggest saving it in the folder for the exerciseFiles for this chapter since
00:23 that's where the video we're going to use is located.
00:25 The first thing I'm going to do is change our Stage dimensions to 640x520 so we
00:31 have room for the video, which is at 640x480, and the video controller bar that we
00:37 haven't added in yet.
00:39 To import the video, I will go to the File menu and then choose Import, then Import Video.
00:44 The Flash Video Import Wizard pops up.
00:50 The first question you are asked is, Where is your video file?
00:52 It's on our computer, not already deployed to a web server somewhere like this
00:57 bottom choice mentions.
00:58 So I'll click Browse and navigate to the video file in my exercise files.
01:04 For the next set of radio buttons, you can choose between Load external video
01:08 with playback component or Embed FLV in SWF and play in Timeline.
01:13 For most cases I would recommend Load external video with playback component.
01:18 By choosing this, you're telling your FLA file to add a video playback component
01:23 with controls like play, stop, pause, volume control and so on to the Stage.
01:29 That video playback component will then point to and play the FLV file, which is
01:34 sitting in the directory that we just specified.
01:37 The FLV video file will not actually be embedded into the Flash SWF.
01:42 It won't appear in the library, but your SWF will know which video file to play.
01:47 This is advantageous because it's very easy to change what video you're going to play.
01:52 You simply change what FLV video your SWF is pointing to.
01:56 The second advantage is the file size of the actual FLV video isn't bundled up into your SWF.
02:03 If you chose the second option of Embed FLV in SWF and play on Timeline, your
02:08 FLV is actually physically added to your Timeline and into your library.
02:13 If your video file is huge, your SWF file is huge, and it could take a really
02:17 long time to download for your end viewers.
02:19 The SWF file remains small if all we have is a small playback component that
02:24 just points to the FLV file.
02:25 Also, if there's a problem in loading the FLV file, at least the user has the
02:30 playback component and whatever else is on your Stage to look at while they are waiting.
02:35 Anyway, embedding video onto your Timeline would be appropriate only in cases
02:39 such as the video is very, very short, or if for some reason you want to be able
02:43 to see what the video is doing on each and every frame.
02:47 With the availability of cue points and other controls that exist for video,
02:51 there's not many cases where you'd want to embed video onto the Timeline.
02:55 So moving on, I am going to click Next to go to the next screen.
02:59 Here's where you get to choose what that video playback component or the video
03:03 controls are going to look like.
03:05 Take a minute to look through all the different options available to you in the
03:09 dropdown and what they include.
03:11 For instance, some of them, like SkinOverAll, have the control bar that
03:15 appears over the video.
03:22 Others, like this one with the really long name of the
03:25 SkinUnderAllNoVolNoCaptionNoFull, have the controller appear underneath the video.
03:32 You can also change the background color of the player component here.
03:35 I am going to stick with gray.
03:40 Now I will click Next, and the final page is a Review page.
03:43 I will check that the location of the FLV I want to use is correct. That looks good.
03:48 It says here that a Flash Video component will be created on the Stage and
03:53 configured for local playback.
03:55 Okay, that sounds fine.
03:57 Finally, it's telling us that the video component uses a skin that's been
04:01 copied next to the FLA and that file will need to be deployed to your server.
04:05 Okay, we will see what that file looks like in just a second, and it will become
04:09 more clear than what it means.
04:10 For now we're ready, so I am going to go ahead and click Finish.
04:15 Flash thinks about it for just a moment and then magically, our video component
04:19 appears on the Stage.
04:20 I am going to select Fit in Window so we can see everything.
04:25 So here you can preview the video.
04:27 You can play it, pause it, and rewind it to the beginning.
04:30 (clip playing)
04:37 (Talia Wilson: We all enjoy the sun for light, warmth, and even bringing cheer on a dreary day.)
04:42 So you can see the other controls here.
04:44 You can fast-forward and rewind and you can play with the volume as well, on or off.
04:50 Open the library and you will see that all we have in here is an instance of
04:54 what's called the FLV playback component.
04:56 That's the video controller.
04:58 Notice that the FLV file itself is not in the library; we're just pointing the
05:03 playback component to it.
05:04 So go ahead and publish your movie and the SWF file behaves about the same as expected.
05:10 (clip playing)
05:18 I published that for a reason.
05:20 I am going to go ahead and open my file explorer and navigate to the
05:23 location where the FLA is.
05:25 Here you can see the FLA and the video.swf that we just published.
05:30 If you follow the steps in this video, the FLV file is also here.
05:34 You'll also note the existence of SkinUnderAllNoVolNoCaptionNoFull.
05:41 Remember that last line on the Review page of the Video Import Wizard and it
05:45 talked about a skin file? Well, that's it. It's a SWF file.
05:50 The FLV playback component can have many different skins, or looks, depending on
05:54 which one you chose. This is what defines it.
05:57 The SWF file is used by your video.swf file to determine how the video
06:02 playback component looks.
06:04 So when you upload your video.swf file to your web site, or wherever it's
06:09 going to go, you need to upload not only video.swf but skinUnderAllNoVol so
06:15 the video player will appear.
06:17 You will also need to upload the FLV file.
06:21 Back in Flash, say you don't like the layout of your video component anymore and
06:25 you want to change it.
06:25 I will simply click on the playback component on the Stage and open the
06:29 Property inspector.
06:30 The Component Parameters area is where all the options are.
06:33 I am going to find and click on the little pencil icon on the line that says
06:38 skin and choose a different skin for the player.
06:40 I am going to choose the very last option in the list called
06:45 SkinUnderPlayStopSeekMuteVol and click OK.
06:50 You will see that the look of the player updated.
06:51 I will publish the FLA file again and immediately close the resulting SWF.
06:57 (clip playing)
07:00 Back in the file explorer, you can see that a new SWF file with a corresponding
07:04 name for the new skin has been generated.
07:07 If this is going to be your final choice for the skin then this is the SWF file
07:11 that you'd need to upload to your web server along with all the other files.
07:15 Back to Flash one more time.
07:17 Let's say we want to change what video we are going to play.
07:20 Back in the Component Parameters area, I'll click on the little pencil on the source line.
07:25 In the Content Path box you can now navigate to any other video file that you
07:29 have, to change what video is going to be displayed.
07:33 When using video, you can have as many other items on your FLA Timeline as
07:37 you wish, but do follow the best practice of having your video player on its own layer.
07:42 If you'd like more detail about using the Flash Media Encoder or more detail about
07:46 using the FLV playback component, check out some of the other courses about
07:51 Flash video here in the lynda.com online training library.
07:54 One is Publishing Video with the Flash Platform, by Lisa Larson-Kelley.
08:00
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15. Audio
Importing and using audio
00:00 Using audio is a great way to help bring your projects to life, so let's look at
00:04 how to integrate sound into Flash.
00:07 We are going to use four different sounds in our jungle scene:
00:10 one is a background sound and then one that will play when you click on each animal.
00:15 Bringing sounds into Flash is a delightfully easy one-step process; you simply
00:20 import sounds directly into the library.
00:22 Let's try it by going to the File menu and then choosing Import, then Import to Library.
00:31 In the start folder, in the exercise files for this movie, you'll find three WAV
00:35 files and one MP3 file.
00:37 I am going to select them all.
00:38 I'll click Open to import them, and know that Flash can import audio and MP3,
00:45 WAV, AU, and some other formats as well.
00:50 Now that the sound is imported, I'll open the Library panel, and we can see the sounds.
00:54 I'll click once on JungleLoop.mp3 and you'll see a little picture of the
00:59 waveform appear at the top of the library.
01:02 You can click the tiny Play button at the upper-right of the Preview panel to hear the sound.
01:07 (sound playing)
01:12 We have the sounds we need for our project, but for future reference, know that
01:16 Flash comes with a library of free sounds available to you.
01:19 To open, go to the Window menu and then hover over Common Libraries and
01:24 then choose Sounds.
01:26 As you can see, we have a lot of choices here. Let's scroll down a little bit.
01:30 And if you want to try one out, you just click it once to select and click Play to listen.
01:36 (audio playing)
01:38 If you want to use any of these, you can just drag it from the panel over to
01:41 your Library panel.
01:43 I am going to go ahead and close the Sound Library.
01:46 So let's start by having the JungleLoop.mp3 sound play at the beginning of the movie.
01:51 So I'll make sure all my layers are locked except for the audio layer.
01:55 Then I'll click on the blank keyframe on frame 1 of the audio layer so Flash
02:01 knows where to start the sound, and now I'll simply drag and drop JungleLoop.mp3
02:05 from the library onto the Stage.
02:07 It may seem counterintuitive to do this, since audio has no
02:12 visual representation,
02:13 but you can see that now we can see the waveform of the JungleLoop.mp3 starting
02:18 on frame 1 of the audio layer.
02:21 Let's go ahead and test our movie by pressing Ctrl+Enter.
02:24 (audio playing)
02:30 As you saw, or rather, heard, we have some problems.
02:34 The sound plays a long time because it's a very long sound, which in this case isn't bad.
02:39 But after a few moments you can't really tell because the sound kept starting over.
02:44 We had multiple different copies of the sound starting and continuing to play at once.
02:48 We'll solve this problem in the next video.
02:51 For now, so that sound doesn't drive us nuts while we work with our animals,
02:55 we're going to temporarily get rid of it.
02:56 I'll do this by clicking on frame 1 of the audio layer and opening the
03:01 Property inspector.
03:02 In the Name dropdown, under Sound, I am going to change this from
03:06 JungleLoop.mp3 to None.
03:08 You'll notice that the dropdown lists all of the different audio files in the library.
03:14 If you're doing something like testing out different audio tracks in a movie to
03:17 see which one works best, this is an easy way to switch out which sound plays on your keyframe.
03:24 Let's go on to the sounds for the animals. So I'll unlock the three layers
03:28 where the animals are.
03:30 I'll click on the elephant and you'll notice in the Property inspector that
03:33 he is a button symbol.
03:35 In tutorials earlier in this course, the animals were all movie clips, so just
03:39 know that all three animals here are buttons.
03:41 So we've seen that the way you add sound is by dragging and dropping the sound
03:45 onto the Timeline where you want it to play.
03:48 We need to drop this sound onto the buttons Timeline,
03:51 so I'll double-click on the elephant to enter his Timeline and we're now
03:55 in Edit-In-Place mode.
03:57 You can tell we are in the buttons Timeline because the elephant is clearly
04:01 visible, but everything else back up on the main Timeline is faded out.
04:05 Also look on the upper-left. It shows Scene 1, which is the main Timeline, and then elephant.
04:11 So far, this button only has one layer with the elephant on it.
04:15 Keeping with the best practice of having each item on the Timeline have its own
04:19 layer, let's create a new layer in the Timeline and rename it audio.
04:24 We want the sound to play when the user clicks on the button so the place we
04:30 need to add a new keyframe is on the down frame.
04:33 Let's do that by right-clicking on the down frame in the audio layer and
04:37 choosing Insert Blank Keyframe.
04:40 From here, all we have to do is open our library and drag and drop the
04:44 Elephant.wav file to the Stage.
04:46 The waveform isn't very visible in the down frame, but you can see it;
04:51 it's that small purple line.
04:53 Let's have our elephant layer also match our audio layer, so I'll right-click on
04:57 the down frame in the elephant layer and choose Insert Frame, or hit F5.
05:04 This button is done, so I'll click Scene 1 on the upper-left to return to the
05:08 main Timeline. Now we'll add sound to the monkey.
05:11 I'll double-click on the monkey button to enter his Timeline and just like
05:14 the last button, let's create a new layer above the existing layer and rename it audio.
05:21 We want the sound to play when the user clicks on the button, so we'll add a new
05:25 keyframe on the down frame in the audio layer.
05:28 We'll right-click and choose Insert Blank Keyframe.
05:31 Now I'll drag and drop the Monkey.wave sound onto the Stage.
05:36 And again, we'll have the monkey layer match the audio layer, so I'll
05:40 right-click on the down frame in the monkey layer and choose Insert frame.
05:44 And we'll need to do the exact same thing for the giraffe as well.
05:49 So I'll click Scene 1 to get back to the main Timeline, then double-click on the
05:54 giraffe to enter his timeline.
05:56 I'll add a new layer and call it audio.
06:01 I'll right-click in the down keyframe on the audio layer and choose Insert Blank
06:05 Keyframe and then from the library, I'll drag and drop Giraffe.wav.
06:11 And finally, I'll extend the timeline on the giraffe layer out to the down keyframe.
06:16 I'll click Scene 1 to go back to the main Timeline one last time, and we're
06:20 ready to test our movie.
06:22 We are going to click each one of the buttons to hear the sound.
06:25 (sounds playing)
06:36 Before we end, let's clean up our library a little bit.
06:38 In the Library panel, I'll create a new folder and rename it sounds.
06:44 Now I'll drag and drop all of the sounds into that folder, so we can keep them all together.
06:51 So now you've seen how to quickly and easily add sound into your Flash movies.
06:55 To review the steps, first you import the sound into your Library, then you
06:59 simply drag and drop the sound onto the Stage at the keyframe on the Timeline
07:04 you want the sound to begin playing.
07:07
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Affecting playback control
00:01 Sounds that you use in your Flash projects sometimes don't behave exactly the
00:04 way you'd like them to right off the bat,
00:07 so let's look at some of the options available for controlling audio.
00:11 Right away, I'm going to test my movie.
00:14 I can of course play any one of the animal sounds by clicking the animals,
00:18 but I'm going to try clicking one of the buttons multiple times quickly.
00:22 (music playing)
00:28 You'll notice that the sound can play over the top of itself.
00:31 You have multiple instances of the sound playing at the same time.
00:35 It happens for all three animals.
00:37 This could be a cool feature, depending on what you're trying to achieve in your
00:40 movie, but let's close our test movie and make a quick adjustment so that each
00:45 sound can play only once.
00:47 The sounds are in the individual button timelines,
00:50 so I'll double-click on the Elephant button to enter his timeline.
00:55 What we need to do is click on the Down frame in the Audio layer since
00:59 that's where the sound is.
01:01 Now, we'll open up the Property inspector.
01:03 The Sync dropdown is where we need to be.
01:06 It offers you the choices of Event, Start, Stop, and Stream.
01:12 The default when you drag and drop a sound into your movie is Event.
01:16 Sounds with the Event setting trigger when the playhead enters the keyframe, and
01:20 then the sound plays immediately until it's done, but one instance of the sound
01:24 can still be playing when a second is triggered.
01:27 That's why our button behaves the way it does;
01:30 every time we hit down, a new instance of the sound begins.
01:33 For our button sound, we need to choose Start.
01:37 Sounds with the Start setting play only if a previous version of the same sound
01:41 has completed first.
01:44 The Stop setting is pretty obvious;
01:45 it stops playing a specified sound.
01:48 The Stream setting causes the Timeline to keep up with the sound.
01:52 You'd use this setting in a situation like if you had a long voiceover or a
01:56 narration attached to your main Timeline, and it's important for the sound to
02:00 sync with visuals on the Stage.
02:02 With the Stream setting, the Flash Player will actually drop frames from
02:06 the visual side in order for the graphics to keep up with the sound, if it's necessary.
02:11 So there are all our choices, but Start is the one we want to keep.
02:16 With that complete, let's click Scene 1 on the upper-left to return to the main
02:20 Timeline and now double-click on the Monkey button to enter his timeline.
02:24 I'll do the same thing here that we did for the Elephant button.
02:28 I'll click on the down frame in the Audio layer, open the Property inspector, and
02:32 change the Sync dropdown to Start.
02:36 With that, we'll go back to Scene 1 or the main Timeline again, and do the same
02:41 thing for the Giraffe button.
02:45 Now, I'll go back to the main Timeline and test the movie. Now notice when I
02:49 press any of the animal buttons multiple times in a row, the sound has to wait
02:53 until the first instance is done playing before it will play the sound again.
02:57 (music playing)
03:06 So our piece now is missing the background music.
03:09 I'll click once on frame 1 of the Audio layer, and from the library, drag and
03:13 drop the JungleLoop.mp3 file to the Stage.
03:19 Making sure frame 1 is selected, now I'll open the Property inspector and
03:23 change the Sync dropdown to Start.
03:28 This way we don't have multiple instances of the sound playing every time the
03:31 playhead gets to the end of the Timeline and starts over at frame 1.
03:35 Now, when I test the movie, the background music will play.
03:38 My other sounds can play on top of that as well, but the background sound is a
03:42 little bit loud, so it's hard to hear the animals, and we'll fix that in the next video.
03:46 (music playing)
03:57 So now you've seen how to use the Sync dropdown in the Property inspector for
04:01 sounds, and this way you can control the behavior of sounds during playback.
04:06
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Controlling volume
00:00 Flash offers some basic audio editing controls, so let's practice using them on our movie.
00:06 When we publish our SWF, the background music plays.
00:10 The problem is, it's so loud
00:11 we can hardly hear the sounds of the animals when we click them.
00:14 (music playing)
00:21 To fix this, first I'm going to lock all the layers except the audio layer.
00:26 Now I'll click on the keyframe where the sound begins, so frame 1 of the audio
00:30 layer, and open the Property inspector.
00:33 In the Sound area, next to the Effect dropdown, I'll click on the little icon of
00:37 the pencil to edit the sound.
00:40 This brings up the Sound Envelope. The top track represents the left channel or
00:45 a left speaker or left ear or however is easiest for you to think about it.
00:48 The bottom track represents the right channel.
00:50 There are some simple controls for changing your view at the bottom-right.
00:54 Here you can toggle back and forth between frames in seconds as the unit of
00:58 measurement for the length of the sound.
01:00 Using the little slider, you can scroll over it and see that this sound is really long.
01:05 It's about 650 or so frames, or just over 27 seconds at our current frame rate.
01:13 I'm going to leave this at seconds.
01:16 You can also zoom in and out to see more or less of the sound Timeline at once.
01:21 I'm going to zoom pretty far out.
01:26 Under the Effect dropdown at the top, you can see some preset choices available
01:30 for controlling the volume of the sound.
01:32 You can have the sound fade in, fade out, and so on.
01:35 For now let's play the sound once for a baseline.
01:38 (music playing)
01:43 Now we'll choose Fade In and you'll see how we now have a graph on the sound
01:47 envelope that indicates how the sound will fade up.
01:50 Let's click the little preview arrow at the bottom to hear this.
01:53 (music playing)
02:01 On the Preset menu, let's try Fade Right to Left.
02:05 You can see how the graph indicates that the right, or bottom track, is on at full
02:09 blast and then drops off over time.
02:11 And the left, or top track, starts off quietly and gets louder.
02:16 Since our sound is 27 seconds long, we'll have to listen a long time to hear this.
02:21 So instead, let's choose Left Channel and try that.
02:24 Let's test for the effect.
02:26 (music playing)
02:31 Notice also that you can grab the little control squares on the tracks and move
02:35 them around as you'd like.
02:38 You can also click anywhere on the line to add more control points.
02:43 Notice that the dropdown at the top changes to Custom when you do this,
02:47 indicating it's a custom sound control that you've set up.
02:49 For this sound, we just need the overall volume to be lower, so I'm going to
02:54 choose None to reset everything back to nothing.
02:57 Then I'll drag the volume lines way down for both channels so the sound is just softer.
03:04 I'll click OK and now when I test the movie, the background sound is a lot
03:08 softer and I can hear all the animal sounds when I click on them.
03:11 (music playing)
03:23 Now our background sound is really long.
03:26 It's actually okay, but Flash does offer controls to shorten a sound.
03:30 To do this, I'll click the Edit button in the Property inspector again.
03:34 To cut the sound down, I'm going to grab this little control handle in
03:38 the center and move it over to the left, and you can see Flash cutting off the sound.
03:43 Remember that you can zoom in on the Timeline if you want for more detailed
03:46 control, if there's a particular time code that you're trying to shoot for.
03:51 So I'll slide the chopper way down so the sound is really short.
03:54 You can even cut off some of the start of the sound by using the handlebar in the left.
03:58 I'll click OK to apply our changes and notice how the sound wave on the
04:05 Timeline is now shorter.
04:06 It runs out around 42 frames.
04:09 Let's test our movie by hitting Ctrl+Enter and you'll hear, indeed, that the
04:13 sound is nice and short.
04:14 (music playing)
04:21 To restore it, we'll just hit the Edit button again and drag the sound crop
04:25 handles back to where they were.
04:29 Simple editing like this in Flash can work really well for shortening sounds and
04:33 controlling the volume;
04:34 however, know that if you need to do something more complex than this, like
04:38 combine two different sounds into one audio track, you'll need to edit your
04:42 sound file in an outside audio editing software and then bring the sound into Flash.
04:47 A Google search can bring up several free or inexpensive audio editing
04:51 programs that you could use.
04:53
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Choosing audio compression settings
00:00 The file size on the final SWF is often a concern for Flash developers,
00:05 and audio can contribute significantly to the SWF file size.
00:09 This doesn't mean you should import poor-quality sounds into Flash though.
00:14 Flash can compress sounds for you, so it's actually better to bring sounds in
00:18 at a good quality so you can find the right balance between file size and audio quality.
00:23 The default compression Flash uses on a sound is MP3, although others are available.
00:29 The compression types and settings can be changed in the Sound Properties dialog box.
00:34 You open the Sound Properties dialog box by double-clicking a sound's icon in
00:38 the document library.
00:39 I'll click on JungleLoop.mp3 and here you can see the default setting used on
00:44 the sound, MP3 compression at 16 kilobytes per second as the bit rate.
00:51 If you click the Test button, you can hear the sound.
00:53 (sound playing)
00:56 Now let's open the dropdown box and choose MP3 but this time uncheck Use
01:02 imported MP3 quality.
01:03 I am going to drop the bit rate down to 8 kilobytes per second, which won't give
01:08 us a very good sound quality.
01:09 I will click Test to hear the sound.
01:12 (sound playing)
01:16 And you can hear that the sound quality is a lot worse.
01:19 However, our file size will be smaller.
01:21 Let's click OK on the Sound Properties Box and publish our movie by
01:25 hitting Ctrl+Enter. (sound playing)
01:28 I am going to close the SWF quickly because what I'm interested in is the
01:32 file size of the SWF.
01:33 We can see that by looking in the Property inspector; it's 107.5 kilobytes.
01:39 I am going to open the Sound Properties dialog box for JungleLoop.mp3 and change
01:44 the Sound Compression settings back to the Default.
01:47 I will hit OK and then Publish.
01:52 (sound playing)
01:54 Of course the music sounds a lot better with that compression, but notice what a
01:58 big jump in file size that we have;
02:00 we are suddenly up to over 600 kilobytes.
02:04 So if file size is a concern, you might have to spend some time testing
02:07 different compressions to find the right balance between file size and sound quality.
02:11 For instance, if I change JungleLoop to not use the default settings but use
02:17 16 kilobytes per second, it will give us an okay sound quality and not such a big file size.
02:24 (sound playing)
02:28 You can see here it's only 134.5 kilobytes.
02:34 Back to the Compression dropdown so we can talk about the other choices.
02:38 Speech can be a good choice for voiceovers.
02:41 ADPCM and Raw can be good for very short sounds, like door's slamming or clicks.
02:47 MP3 can be good for music or longer sounds.
02:51 A higher bit rate for MP3 or for ADPCM, a higher sample rate, will give you a better sound.
03:01 But the file size gets bigger with those higher rates as well.
03:06 In the end, I am just going to leave my sound at the default settings of MP3 and
03:10 use the imported MP3 quality.
03:14 Double-clicking on a sound in the library opens up the Sound Properties
03:18 dialog box, which you can use to adjust the compression settings and sound
03:22 quality for your sounds.
03:24
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16. ActionScript
Understanding ActionScript and the Actions panel
00:00 ActionScript is Flash's programming language that allows you to make your
00:04 Flash projects interactive.
00:06 Some of the most common things ActionScript is used for include detecting
00:10 when buttons are clicked, controlling what the playhead is doing, and opening
00:14 URLs in other windows.
00:16 In the file actionscript.fla from the exercise files for this chapter, we'll
00:21 use ActionScript to do all of those things and create a simple game.
00:26 To preview what we'll be building toward over the next few movies, I'll open the
00:30 file called jungleSoundsFinal.swf.
00:33 My kids play a lot of games like this.
00:35 They are just learning how to point and click the mouse.
00:38 (music playing)
00:44 So the intro screen comes up with our background music playing.
00:48 The sound has been shortened and fades out after just a few moments.
00:51 When you're ready to play, you click Start.
00:54 We're taken to another part of the Timeline where our familiar animals are, and
00:58 you can click on each one to hear the sound.
01:00 (music playing)
01:05 I will just click on the elephant, but they all work. And when you're done, you
01:09 can click on More Games to be taken to a web page with more game choices.
01:15 So let's take a look at where we'll be working in actionscript.fla.
01:20 The Timeline is structured so we have two views of the game: the intro
01:23 screen with the welcome and the instructions and then the screen where the
01:27 clickable animals appear.
01:29 We'll go up layer by layer to see how the layers are structured.
01:33 So the background layer is just the jungle background image.
01:37 Notice that it stays present for the entire length of the Timeline.
01:41 The next layer is the Back to Games button.
01:46 Click on it, and in the Property inspector, you will see that it's an instance
01:50 of a button symbol called backTo Games.
01:53 I'll pop open the library and there it is.
01:57 This button also appears for the entire length of the Timeline.
02:00 Now, I am going to double-click it in the library to enter the button's timeline.
02:05 Notice that the Up, Over, and Down states are all defined with a different text
02:10 color on each state.
02:11 I will click Scene 1 to go back to the main Timeline.
02:17 The next layer is for the Start button.
02:19 It's also a button symbol sitting in the library.
02:23 Notice that it only stays onstage for the first 24 frames of the movie since
02:27 there's a blank keyframe on frame 25 on this layer.
02:32 The Welcome layer has the welcome text and the instructions.
02:35 We don't have to do anything to this layer, so it's already locked.
02:39 Notice that this only appears on Stage for 24 frames as well.
02:43 The next three layers are where the monkey, elephant, and giraffe are.
02:47 They don't appear until frame 25, so I'll move my playhead there so we can see them.
02:51 I will open the Property inspector and then I'll click on each animal.
02:57 You can see that they're all button instances.
03:00 I will double-click on the monkey to enter his timeline.
03:04 He has got two layers:
03:06 one with the graphics on it and one with the audio sound on it.
03:09 The audio sound is on the down frame, so the sound will play when someone clicks the monkey.
03:14 The other animals are structured this way as well, and these are the same
03:17 animals that we built and added audio to in the section about audio earlier in the course.
03:22 So I will click Scene 1 to go back up to the main Timeline.
03:26 Now the next layer is the Sound layer, which has the background music in it.
03:30 Now, even though the waveform shows for the entire length of the Timeline, I
03:34 used the Edit Sound Properties Box, just like we did earlier in the course, to
03:38 turn the volume down and shorten up the sound so it actually only plays
03:42 for just a few seconds.
03:44 If I click on frame 1 where the sound begins and look in the Property inspector,
03:48 the Sync dropdown is set to Start.
03:51 That means that the sound has to finish playing before another instance of it can start.
03:56 Finally, the top layer is where we'll add our ActionScript.
04:00 I recommend keeping all your ActionScript in one layer, preferably at the top of
04:04 all the other layers.
04:05 That way, it will be easy to find all the ActionScript in your movie, since it's in one place.
04:11 It's a convention among Flash developers to have the ActionScript layer at the top,
04:15 although it will still work if it's lower in the layer stack.
04:18 So let's test our movie.
04:19 (music playing)
04:29 As you may expect, the movie just plays from start to finish.
04:32 There's no option to sit and look at the Welcome screen, since the playhead just
04:36 runs on down the Timeline.
04:38 Notice that the audio played once, and then it started again when the
04:42 playhead hit frame 1 again.
04:45 So what we need to do is tell the playhead to stop and wait for the user to
04:49 click the Start button.
04:52 Now, a fine place to have the playhead stop would be frame 24, right before the
04:56 first frame where you can actually click on the animals.
05:00 Actually, having it on frame 1 or any of the other frames between 1 and 24 would
05:04 work as well, since all of these frames look exactly the same.
05:09 For simplicity's sake, let's have the playhead stop on frame 1.
05:13 So the command to tell the playhead to stop is, well, Stop,
05:17 so let's add that to frame 1.
05:18 To add ActionScript to a frame, we first need a keyframe.
05:23 frame 1 of the Actions layer already has one, so we're set.
05:26 So I will select frame 1 of the Actions layer and open the Actions panel by
05:31 going to Window and then Actions.
05:33 Notice you could also use the hot key of F9.
05:36 The Actions panel appears.
05:38 You can drag it around, and you can also resize it if you want.
05:42 It also has some panels that you can open and collapse by clicking this
05:47 little bar in the middle.
05:48 The upper-left panel here is help documentation.
05:52 The lower-left panel allows you to navigate between different frames that have ActionScript.
05:57 For now, I will just collapse all of that so we can just type our command.
06:01 So I will type stop():
06:03 and note that it's important for it to be all lowercase, have the open and close
06:07 parentheses, and the semicolon, and it all has to have no spaces in between.
06:12 You can tell it's correct if it turns blue.
06:15 That's one way Flash helps you validate your code, is by having correctly
06:18 typed commands turn blue.
06:20 With that, I am going to close the Actions panel, and you can see that the
06:24 keyframe on frame 1 now has a little A in it.
06:27 That indicates that ActionScript is attached to that frame.
06:30 If you want to see it again, you just click on the frame with the A in it and
06:33 open the Actions panel again.
06:37 Let's test the movie. (music playing)
06:43 So the music starts and fades out, and we remain in that first view where the
06:47 welcome message and the Start button is.
06:50 It will stay here until we click the Start button.
06:52 Of course, right now it doesn't work because we haven't written the
06:55 ActionScript code for it yet.
06:56 Notice that the sound doesn't play again either.
07:00 We told the playhead to stop.
07:02 That sound will only play again once the playhead hits frame 1 again. Since it's stopped,
07:07 that's not going to happen.
07:08 You can go to View > Bandwidth Profiler to see what the playhead is doing,
07:13 and indeed, it's just sitting there on frame 1, as indicated by the little green marker.
07:17 So I am going to close the SWF.
07:19 If you've written ActionScript code but later you want to move it to a
07:22 different part of the Timeline, you can simply drag and drop the keyframe.
07:26 I am going to drag it down to frame 24 and test again.
07:29 (music playing)
07:36 You may have noticed the playhead indicator go from frame 1 to 24 and now stop.
07:41 I will play that again so you can see it, since it goes by quickly.
07:45 So watch that top area of the Bandwidth Profiler.
07:48 (music playing)
07:54 So the view on the screen looks the same, since everything on frame 24 looks the
07:58 same way it does on frame 1, but our playhead is hanging out on frame 24.
08:02 So I am going to close the Bandwidth Profiler and now I will close the SWF.
08:07 I am going to drag my ActionScript keyframe back to frame 1 again.
08:12 But again, in this case it doesn't really matter which frame between 1 and
08:17 24 it's on, since all those frames look the same regardless where the playhead stops.
08:23 You might be wondering if there's a reason that the first view here, where we see
08:27 the welcome message and the instructions and all that, is 24 frames long.
08:31 Well, there's no real reason it's that way.
08:34 It's mostly so that you as the developer can have a clear view of each state on the Stage.
08:40 I could select all the frames between frames 2 and 24 on all the layers and delete them.
08:45 I will publish the movie and it still works just the same;
08:48 the playhead still stops on frame 1. (music playing)
08:54 Flash doesn't care if there's 1 frame on the Timeline or 24 or 100;
08:58 it just stops where you tell it to stop.
09:01 I think it's easier to see what's going on if there's more than one frame, so
09:05 I'm going to undo that deletion of the frames.
09:08 I just hit Ctrl+Z to do that.
09:11 So adding ActionScript to your FLA file is as easy as creating a blank keyframe,
09:16 opening the Actions panel, and typing your ActionScript.
09:19 We saw how the playhead obeyed the Stop command as soon as it reached the frame
09:23 where the ActionScript was.
09:24 Remember the best practice of keeping all your ActionScript on one layer if
09:28 possible, and ideally in the top layer of your layer stack.
09:33
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Using code snippets to create clickable items
00:00 In our animal sounds games so far, when you publish the movie, the intro music plays.
00:06 Then the screen hangs out at the welcome screen, because there's a stop action
00:10 on frame 1 of the Actions layer. Let's watch.
00:13 (music playing)
00:18 The buttons onstage respond to the mouse hovering over and clicking on them, in terms of color.
00:23 The keyframes in the Up, Over, and Down states of those two buttons take care of that.
00:28 But nothing actually happens when you click on the buttons.
00:31 Let's use ActionScript to detect and respond to the button click.
00:36 Specifically, we'll be working with code snippets, which as the name implies, are
00:41 little pre-built snippets of working code.
00:44 In this movie, we'll be working with the backToGames button.
00:47 So when someone clicks on this button, we want to open a browser window where
00:52 the user can go and pick some more games to play.
00:55 We've mentioned before how for ActionScript to be able to interact with
00:58 something on the Stage, the item needs to have a unique instance name.
01:04 If we had 14 identical buttons on the Stage, the instance name is how Flash
01:08 would know which button we want to control, in what way.
01:11 So I'll click once on the Back to Games button, and in the Property inspector,
01:16 give it an instance name of backToGames.
01:20 Now we're ready to add our ActionScript.
01:22 I'm going to make sure my button is still selected so Flash knows which item I
01:27 want to write code for.
01:29 Now I'll open the Code Snippets panel by going to Window > Code Snippets.
01:36 There are a lot of code snippets organized by type, and the one that we want is
01:41 in the Actions folder.
01:42 It's called Click to Go to Web Page.
01:44 Notice when I click once on it, we get options to the right to give a brief
01:49 description of what it does.
01:52 Clicking on the specified object loads the URL in a new browser window. That's good.
01:58 That's what we want it to do. And if you want a preview the code before actually
02:02 applying it, you can click the Show code button and it will show you the code.
02:07 I'm ready to insert my code, so I'm going to double-click on Click to Go to Web
02:11 Page in the code snippets.
02:12 I'm going to move my Actions panel up a little bit and scroll up in my Timeline
02:18 so I can see the top layers.
02:21 Notice that Flash created a new layer called Actions.
02:24 It has a keyframe on frame 1 with the ActionScript code in it.
02:28 Now I'm going to click on the ActionScript keyframe on the ActionScript layer
02:33 that has the stop action that we inserted in the last tutorial.
02:37 Now I'll click the keyframe on the Actions layer and I can see the code that the
02:40 code snippet created again.
02:42 So you can toggle back and forth between the two easily.
02:45 Now I'm slightly annoyed that the code from the Code Snippets panel didn't get
02:49 put on the same keyframe as my stop action.
02:52 The movie will work just fine when we publish it if the two pieces of code are
02:56 on separate layers like they are now.
02:58 But the best practice is to keep all your code in one place, so it's not lying
03:03 around in a million different spots.
03:05 So being, I'm going to highlight all of the code that the Code Snippets panel wrote,
03:10 cut it by hitting Command+X or Ctrl+X, I'm going to click on the other
03:15 ActionScript keyframe, and then paste all my code in.
03:20 Now we can delete the topmost Actions layer since its empty.
03:25 So here's our code, and note that if we had pasted the code above the stop():
03:29 action, it would still work just fine.
03:32 I'm pasting it below
03:33 because I think it kind of mirrors the flow of the movie.
03:36 First we want to playhead to stop and then the button code will execute when
03:40 someone clicks on the button.
03:41 There are actually conventions for what order you should put your code in, that
03:45 just make it easy to read and organize, and you'll learn about that more as you
03:49 continue to study ActionScript.
03:51 For now, let's take a look at the code that was written.
03:54 The lines in gray at the top are comment lines.
03:57 They just document what the code snippet does and tells you how to use it.
04:01 You can tell they are comments because the text is in gray.
04:04 The comment begins with the forward slash and asterisk on line 4.
04:09 It ends with the asterisk and forward slash on line 10.
04:13 So it says, "Clicking the specified simple instance loads the URL in a
04:17 new browser window."
04:19 The instructions are to replace www.adobe.com with the desire to URL address, if
04:25 I keep the quotation marks.
04:27 Well, we can do that.
04:28 I'll replace adobe.com with games.com.
04:31 Of course you could put in any URL here that you wanted to.
04:36 If you're familiar with HTML code, the underscore blank right here works just
04:41 like it does in HTML: games.com will open up in a new browser window.
04:46 If you put _self here, games.com would open up over on top of our
04:51 Flash piece when viewed in a browser.
04:54 In any case, our code is saying, hey Flash!
04:57 Listen for when the button called backToGames is clicked.
05:01 Remember that the instance name we gave to the button on the Stage was backTo-
05:05 Games. and this is where the instance name comes into play.
05:09 When backToGames is clicked, run the function called FL_ClickToGoToWebPage.
05:16 And we just updated the FL_ ClickToGoToWebPage function a moment ago with games.com
05:22 as the URL we want to point to.
05:23 Note that the default function names that Flash will come up with are usually
05:28 long, and while descriptive, are sometimes a little hard to figure out at first glance.
05:33 If you want to change the name of the FL_ClickToGoToWebPage function to
05:37 something else, you could.
05:39 I'm going to replace it with the name of goToGames, because I think that's more intuitive.
05:46 But now that I've changed the name of the function that I want ActionScript to
05:49 call, I have to change it here as well.
05:52 If I tell Flash to look for a function called goToGames but it's called
05:57 FL_ClickToGoToWebPage, the ActionScript is going to break.
06:01 Note, also, that ActionScript is very picky about capitalization.
06:05 You have to be sure to type goToGames exactly the same way in both spots.
06:11 From here you could also delete out the code comments if you wish, but I'm just
06:14 going to leave them in.
06:15 So that's enough code. Let's test our movie.
06:18 I'll publish, and when the movie starts, I'll click Back to Games.
06:21 (music playing)
06:27 And a browser window opens up with games.com,
06:30 so our code is working.
06:32 So code snippets are an easy way to add pre- written blocks of code to your Flash movies.
06:37 Remember that to add code to our button
06:40 we selected the button on the Stage first so Flash knew which one we wanted to add code for.
06:45 Then we gave it an instance name.
06:48 Then you open the Code Snippets panel and double-click the code snippet that you want.
06:52 Each code snippet comes with instructions on how you have to modify it, if it
06:56 all, to make the code work for you.
06:59
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Combining clickability and timeline control
00:01 In our jungle animal sounds game, we've used the stop action to keep the
00:05 playhead stopped at frame 1 on the Welcome screen.
00:09 We have also used code snippets to make them more games button clickable.
00:13 Now let's combine these two tasks to make the Start button work.
00:16 So we will write code that will detect when the button is clicked and then get
00:20 the playhead to jump to frame 25 where our animals are.
00:24 There is a code snippet that will do this for us.
00:26 So I am going to make sure that my playhead is on frame 1 and I am going to
00:31 click on the Start button.
00:32 I am going to give it an instance name so Flash knows what button I am trying to control.
00:36 I will call it startButton.
00:40 With the button still selected, I will now go to the Code Snippets panel by
00:44 going to Window > Code Snippets.
00:47 The code snippet we want is in the folder marked Timeline Navigation.
00:51 It's called Click to Go to Frame and Play.
00:55 I'll double-click it to have the code added to my movie.
00:57 I am going to scroll up in my Timeline layers and just like last time, Flash
01:04 added an extra layer called Actions with my new actions in it.
01:08 We've already got an ActionScript layer and I want all the code in one place,
01:13 so I am going to quickly cut all the new code out of the top Actions layer and
01:17 paste it in below all the existing code on the ActionScript layer.
01:24 Now I'll delete the empty Actions layer.
01:29 So I will open my Actions panel up a little bit more so I can read it, and I'll
01:33 read in the code comments what this code does.
01:36 On line 21 it says, "Clicking on the specified symbol instance moves the playhead
01:41 to the specified frame in the timeline and continues playback from that frame."
01:47 The instructions on line 25 are to replace the number 5 in the code below with
01:52 the frame number you would like the playhead to move to when the symbol
01:56 instance is clicked.
01:59 So, all right. I'll go down to my code and I will change the 5 to frame 25.
02:06 Remember that that's the frame where our animals first show up.
02:11 So I will click frame 1 of the ActionScript layer and open up the Actions panel
02:15 again, and we will take one more look at this code.
02:19 So the code on line 28 is basically saying, hey Flash, listen for when
02:23 startButton is clicked.
02:25 When it is, run the function called fl_ClickToGoAndPlayFromframe_2, and that
02:31 function begins then on frame 30.
02:34 So fl_ClickToGoToAndPlayFromframe_2 is a long name and it bothers me,
02:39 so I am going to change it to startGame.
02:41 I have to change it in two places.
02:45 Here is where the function is being called.
02:47 Here below, on frame 30, is the actual function itself.
02:52 The names have to match exactly, so I will make sure that it's spelled and
02:55 capitalized in exactly the same way in both spots. So let's test.
03:00 (music playing)
03:06 I'll click the Start button and we go to the animals.
03:09 (music playing)
03:14 We are suddenly back at the main Welcome screen again. What's the deal?
03:18 Remember how we just told Flash to make the playhead go to and play frame 25.
03:24 It does exactly that.
03:26 The playhead jumps to frame 25, runs down to the end of the Timeline, and then starts over.
03:32 It encounters the stop actionscript on frame 1 so it stops there.
03:37 If you click Start again, it does go to and play frame 25 again, and then the cycle repeats.
03:43 So what we need to do is one of two things.
03:47 The first option could be to add a stop action to the last frame of the movie.
03:52 So the user would click Start, the playhead would jump to frame 25, run down the
03:57 Timeline, and then stop on the last frame.
04:00 Alternatively, we could modify our existing code from gotoAndPlay to a similar
04:05 command called gotoAndStop, so let's do that.
04:09 I'll click on frame 1 of the Actions layer and open up the Actions panel.
04:14 Now I will just change gotoAndPlay to gotoAndStop.
04:19 Note that the S has to be capitalized and gotoAndStop should turn blue.
04:24 When we test again and click Start, the playhead will go to frame 25 and stop.
04:29 (music playing)
04:35 And it works perfectly.
04:36 I click Start, we go to the frame where we see the animals, and we can click on
04:39 the animals to hear the sounds.
04:41 (sound playing) So our ActionScript is complete.
04:46 If you wanted, you could delete out the code comments that our code snippet
04:50 just put in, or you could modify them since their documenting gotoAndPlay.
04:53 Now we are using gotoAndStop, so that might be confusing.
04:58 But you don't have to do this if you don't want to.
05:00 So we are able to combine making a button clickable with controlling the
05:05 position of the playhead on the Timeline.
05:08 Organizing the Timeline and controlling the playhead in this way allows
05:11 your user to be able to move between different screens, or scenes perhaps, on the Timeline.
05:16 You could use this basic structure to build all sorts of things.
05:21 Imagine that our Jungle Welcome screen was the intro page for a web site.
05:25 You can have multiple, clickable navigation buttons much like the Start button.
05:30 When you just clicked on them, they could move to different parts of the
05:33 Timeline to see different parts of information on your web site.
05:36 The course Building a First Web Site, by Paul Trani, here in the lynda.com online
05:41 training library, capitalizes on this concept.
05:44 There is also a lot of other really useful code snippets that can write code for
05:48 common tasks for you.
05:49 If you'd like to study more about how to incorporate code snippets into your
05:52 Flash pieces, I'd recommend the course Code Snippets and Templates in Depth, by
05:57 David Gassner, here in the lynda.com online training library.
06:01
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Troubleshooting ActionScript
00:00 The topic of this video may or may not be a little advanced depending on your
00:04 previous experience with coding.
00:07 If you've coded in other languages and are just getting started with
00:09 ActionScript, it may help you recognize similarities and differences.
00:14 In any case, the following are commonly asked questions and topics when people
00:18 first begin with ActionScript.
00:20 The example file we will be showing here is the exact same as the end state at
00:24 the animal sounds game that we just completed in the previous movie.
00:27 So, say you have written to ask ActionScript code and it's just not working.
00:32 Maybe you've checked it and rechecked it against what's shown in the video and
00:35 you can't get it to go.
00:36 Well, there are a couple things that you can do to narrow down an
00:40 ActionScript problem.
00:41 So I am going to open of the Actions panel to show our ActionScript for this movie.
00:46 The first thing that you can do is double-check your capitalization and spelling.
00:51 This may seem simple, but it is such a common mistake that it's worth saying again.
00:55 Double-check your capitalization and your spelling.
01:00 For instance, gotoAndStop, like we have on line 31, must have the A in the And and
01:06 S in the Stop capitalized.
01:09 I want to include that you have capitalized everything correctly is that
01:12 reserved words and commands in Flash, such as gotoAndStop, gotoAndPlay, or Stop,
01:17 will turn blue when they're correct.
01:20 If you're having trouble narrowing down where in the code an ActionScript
01:24 problem is, one thing to try is to publish your SWF.
01:27 I am going to purposely break my code here.
01:31 The line of code on line 11 is calling a function called goToGames and that
01:36 actual function is on line 13.
01:37 I am going to change the name of the function so that it's just goToames.
01:42 I am going to close the Actions panel and test the movie.
01:47 (music playing)
01:52 So the movie doesn't work, and I also get a little message from Flash in the
01:57 Output panel as to the nature of the problem.
02:00 The message itself may or may not be clear to you, but you can at least tell
02:04 which line number the error is on or around.
02:08 Here it's telling me line 11 is breaking.
02:10 Of course if we open up the Actions panel again, that's because line 11 is
02:16 looking for goToGames, but the function name on line 13 is goToames, so I will fix that.
02:23 Other common places where typos occur are where you're trying to hook up
02:27 instance names of things on the Stage to ActionScript code.
02:30 For instance, we have a button on the Stage that has an instance name of Back to Games.
02:36 You can see it in the Properties panel, and the T and the G are capitalized.
02:41 That instance name is being used on line 11 in the code.
02:44 We are telling Flash to listen for the Back to Games button to be clicked.
02:49 If you're instance name on the button on the Stage has a capital T and G, but
02:54 the one in the code doesn't--like I'll change it right here--he code is going to break.
02:58 So I will test the movie, and it really broke that time.
03:03 So I will go back and fix that.
03:08 So you have seen how spelling and capitalization is really important.
03:13 What about spacing and indentation in ActionScript?
03:16 Spacing and indentation are not as important as spelling and capitalization.
03:20 So I am going to scroll down to line 28.
03:23 Here we have two lines of ActionScript code, and it doesn't matter if you have 1,
03:29 10, or no blank lines in between them.
03:32 Whatever makes sense to you in terms of readability is fine. For instance, I
03:36 could take away that empty line on line 28 and it would work just fine. I will test.
03:41 (music playing)
03:45 I could also add extra lines, say, the above or below the gotoAndStop action in
03:51 the actual function itself and it would still work as well.
03:56 (music playing)
04:00 Indentation isn't so important in ActionScript either.
04:03 For instance, my gotoAndstop could be indented like it is or it could be not indented.
04:09 I could even pull up the curly braces around it and it would still be just fine.
04:13 (music playing)
04:21 There are general conventions for indentation and spacing that are widely used
04:26 by ActionScript developers, and coders in general.
04:29 If you want Flash to rearrange your code for you to match these conventions, you
04:33 can click the Auto Format button in your Actions panel.
04:36 It's here at the top.
04:38 Notice how it changed the code down at the bottom of our Actions panel.
04:42 If you want to make adjustments how the auto formatter formats your code, you
04:46 can change this by going to the Edit menu in Flash, choosing Preferences, and
04:51 then selecting Auto Format.
04:53 I am just going to cancel out that.
04:56 In the end, you're the one working in your project, and readability for you and
05:00 those who may help maintain your files can be the driving force regarding
05:04 indentation and spacing.
05:06 You might already be familiar with writing code in another language and have
05:10 spacing conventions that you like to follow, and that's just fine.
05:14 Finally, regarding code comments, you can choose to have comments or not to have
05:19 comments in your ActionScript code.
05:21 I recommend commenting as much as you can, so you can remember what the heck
05:25 your code does when you open it up a few weeks or months down the road.
05:29 A multi-line code comment starts with an asterisk and a forward slash, just
05:33 like it does on line 3.
05:34 It ends with an asterisk and a forward slash.
05:38 All the text typed in between the lines are comments, and there can be as
05:42 many lines as you want.
05:45 A single-line comment starts with two forward slashes like this, and now I
05:49 can write my comment.
05:53 When I hit Enter and type More what I type is not a comment anymore,
05:57 so I'll delete that line.
05:59 That's just a few quick tips that may be helpful about ActionScript. The big
06:03 thing to take away is that spelling and capitalization is really important,
06:07 so pay attention to this as you learn more about ActionScript.
06:11 The course ActionScript 3.0 Essential Training, by Todd Perkins, here in the
06:15 lynda.com online training library, is a great place to go if you're ready to take
06:20 the next steps with ActionScript.
06:22
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17. Integrating with Other Applications
Integrating with Photoshop
00:00 Flash and Photoshop play really nicely together, in terms of passing assets back and forth.
00:06 We're going to look at two ways to integrate Flash and Photoshop.
00:09 The first way is to edit a bitmap image that's in the library directly from Photoshop.
00:14 So I have an image of a palm tree on the Stage, and let's say I want to make it black and white.
00:18 Now, you could just edit the image in Photoshop and reimport it into the
00:22 library, but there's no need to do that because you can perform that
00:26 round-trip from within Flash.
00:29 So in the library, I will right- click and choose Edit with Photoshop CS6.
00:35 Photoshop opens up, and now I'll apply my color adjustment.
00:39 So I will go to Image > Adjustments, and then Black & White. I will click OK.
00:46 So my palm tree is black and white, and now I will save the file.
00:50 Now, back in Flash, the image updated itself on the Stage and in the library.
00:54 So now, I'm going to delete the palm tree off the Stage so we can look at something else.
01:00 The second way to have Flash and Photoshop interact is through importing PSD files.
01:06 You can set your preferences for importing PSD files through Flash Preferences.
01:11 That's under the Edit menu, and then Preferences on the PC.
01:14 On the Mac, you go to the Flash menu and then Preferences.
01:18 Then you click PSD File Importer.
01:20 Here you can select your choices as to how image layers, text layers, and shape
01:25 layers should be treated.
01:27 The settings you pick here will be the defaults that Flash uses every time when
01:31 you import PSD files.
01:32 Now, even though these are the default settings, all these options are
01:36 offered to you when you actually import in a file, so you're not stuck with the defaults.
01:41 For now, I am just going to hit Cancel, and I am going to open my PSD file in
01:45 Photoshop so we can take a quick look at it.
01:47 So here's the PSD file open in Photoshop.
01:50 It's the layout for the header of a web page for a blog site.
01:53 You can see that it's got a lot of different layers in it.
01:56 Here we've got a layer with some editable text.
01:59 I will just grab my Text tool, and we can see that it's the Faculty Blog layer.
02:02 We've also got a whole bunch of layers for all of the different letters that go
02:07 around the Roux Academy logo, and we've got some groups and some other things.
02:13 So I am going to close this.
02:14 Now, to import that PSD file into Flash, I will go to File > Import > Import to Stage.
02:22 So I will select my file and hit Open.
02:28 So here in the Import to Stage dialog box, you can see that we have the same
02:32 layers that we just saw in Photoshop.
02:34 So you can click each layer and choose whether or not to include it in your
02:39 import by checking the checkbox on the left for each individual layer.
02:44 You get choices for each layer appropriate to what's on it.
02:47 So for instance, for this group layer, some of the choices are things like
02:51 importing as editable paths and layer styles or as a flattened bitmap image.
02:57 On the faculty BLOG layer, I could choose to import as editable text, vector
03:01 outlines, or a flattened bitmap image.
03:04 If I chose Flattened bitmap image, I could choose to create a movie clip for
03:07 each layer and even give it an instance name.
03:10 I am going to choose Editable text for this layer.
03:14 Here at the bottom, you can choose to import as Flash layers or keyframes.
03:18 Choosing keyframes can be useful if you use Photoshop to organize an animation
03:22 by layer and you want to bring it in that way into Flash.
03:25 Maybe you could use it as a guide.
03:27 For now, I'm just going to stick with Flash Layers.
03:30 You could also place layers at their original position, and set Stage to same
03:35 size as the Photoshop canvas.
03:37 I am going to click both of those checkboxes and click OK.
03:41 So our PSD file is brought in.
03:43 Depending on your choices when you imported, your FLA file should be set up
03:47 like your Photoshop file.
03:48 Notice that each item is on its own layer in the Timeline,
03:53 so I will just turn some of these layers on and off.
03:57 The size of the Stage has been modified to match the imported artwork.
04:01 I can also still click on the faculty BLOG text and change it.
04:06 The editability has been preserved.
04:09 So from here, you could animate the logo or do whatever else you wanted to do.
04:13 There is a file format called FXG.
04:17 That's an XML-based image format that works between different Adobe products.
04:22 You can use it to move files between Flash, Photoshop, and Illustrator too.
04:26 We'll talk about that a little bit in the next movie.
04:29 So, round-tripping between Flash and Photoshop, like we did with the palm tree, is
04:33 an easy way to edit your images and then update them in Flash.
04:37 By setting your PSD Preferences in Flash, you can control the balance between
04:41 editability and quality that will best suit your project.
04:45
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Integrating with Illustrator
00:00 There are multiple ways to get artwork back and forth from Illustrator into
00:04 Flash and from Flash into Illustrator, and beyond.
00:08 Now, one way to get artwork from Illustrator into Flash is by directly importing
00:12 an Illustrator AI file.
00:14 I've got a file called RouxAcademyLogos open in Illustrator, and you can see
00:19 that it's got multiple versions of the Roux Academy logo in it.
00:23 You can import this whole thing right into Flash.
00:26 Before I import, I am going to take a look at the default settings that will be
00:29 used when the file comes in.
00:32 So, in Flash, I will go to the Edit menu and then Preferences.
00:36 On Mac, that would be under the Flash menu and then Preferences.
00:40 I'll click to the AI File Importer screen.
00:43 Here I can set my Preferences for importing AI files in general, as well as how
00:48 Flash should import text, paths, images, groups, and layers.
00:53 What you set here creates the defaults for how Flash treats AI files when you import them.
00:58 But as you will see in a moment, you can change your choices for individual
01:02 elements if you wish at the time of import.
01:05 For now, I'm going to close out of this Preferences dialog box.
01:08 Now, in Flash, I am going to create a blank document, and now go to File, and
01:14 then Import, and Import to Stage.
01:16 I am going to choose my AI file in the exercise file for this chapter, and the
01:21 Import to Stage dialog box comes up.
01:23 So you can click on each individual item in the file and choose whether or not
01:28 to import it by checking or unchecking the box on the left.
01:31 When you click an element on the left, you're presented with the settings that
01:37 you can choose from for that element individually on the right.
01:41 So, for instance, when I click this Path layer, I can choose to import as an
01:45 editable path or a bitmap.
01:48 At the bottom of the screen, you can choose to import as Flash layers,
01:52 keyframes, or a single Flash layer.
01:55 You can also place objects at their original position and set the Stage size to
01:59 the same as the Illustrator file.
02:01 I am going to make sure both of those boxes are checked.
02:04 You could import unused symbols if you want or import the whole shebang as a
02:09 single bitmap image, which I'm not going to do.
02:11 I will click OK and the logos are imported.
02:14 Also notice that the Stage size was changed to match the size of the AI file.
02:19 So you've seen that it's pretty easy to import your Illustrator files, but what
02:24 if you want to import just part of a file?
02:26 Say I wanted to import just one of the logos and not all of them.
02:30 So, I will hit Ctrl+A to select all the logos and then hit Delete on the
02:34 keyboard to get rid of everything off the Stage.
02:36 I am going to return to my Illustrator file.
02:39 Say I want to bring in just this logo with the three-colored RAA letters into Flash.
02:44 I am just going to simply copy and paste between Illustrator and Flash.
02:49 So I will drag and click to select the logo and hit Ctrl+C on my keyboard to copy--
02:54 that's Command+C on the Mac.
02:56 Back in Flash, I will hit Ctrl+V on my keyboard.
03:00 Flash asks if I want to paste the bitmap or paste it using the AI File Importer
03:05 preferences that we saw just a few moments ago.
03:07 I will paste using the AI File Importer preferences, and I will also apply
03:12 the recommended import settings to resolve incompatibilities and maintain the layers.
03:17 I'll click OK and the logo is pasted into Flash.
03:21 Now I can work with the logo. For instance, I could click on the yellow A and
03:25 change the color to blue.
03:26 Now, there is a newer XML-based image format called FXG that allows you to
03:34 easily move artwork between multiple Adobe products.
03:37 So I could create artwork in Flash, Illustrator, or Photoshop, and then move the
03:42 artwork into the other programs.
03:43 Now, I know we just imported this logo in from Illustrator, but let's say that
03:48 I've created it in some other artwork in Flash.
03:50 So, to export it as FXG, I will click and drag to select all the parts of the logo.
03:56 Now, I will go to File > Export > Export Selection.
04:01 You can see the file extension will be FXG, and I'll just give my file the name
04:05 of "logo" and save it to the desktop.
04:11 Now, I will go back to Illustrator and open a new blank document.
04:14 I will now go to File > Open and find the FXG file on the desktop.
04:24 Illustrator imports the artwork and all the pieces are still editable.
04:29 Again, you can output and import FXG files from Flash, Illustrator, and
04:34 Photoshop, so it's a really easy way to move artwork around in a format
04:38 understood by multiple programs.
04:41
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18. Publishing
Cleaning up and optimizing a file
00:00 When getting ready to publish your final files, taking a few minutes to clean up
00:04 and optimizing your FLA is time well spent.
00:08 To demonstrate in this movie, we'll be using optimizing.fla.
00:12 It's basically just a copy of the finished piece we created in the section
00:16 about ActionScript.
00:18 It's a simple interactive piece for children where they can practice using
00:21 the mouse to click.
00:22 Then they listen to different animal sounds.
00:25 I'll publish it quickly and you'll recognize it.
00:27 (clip playing)
00:33 So the intro music plays, and we can click the Start button to see the animals.
00:37 Then we can click on any of the animals to hear its sound.
00:40 (clip playing)
00:43 Then we can click on the Back to Games button to be taken to a web site where we
00:47 can choose more games to play. That's perfect!
00:54 So, the first spot to look at when cleaning up your file is in the library.
00:58 Take a look at your library items and delete anything that isn't being used in your movie.
01:03 If you're not sure if something is being used, you can go to the context menu
01:07 for the library here at the upper- right and then choose Select Unused Items.
01:13 You can see that we have an extra monkey and vineMiddleWithMonkey movie clips.
01:18 I stuck those in this file on purpose to demonstrate.
01:21 Those two items really are not used in the movie;
01:23 the monkey that's used is the button symbol version. So, I'll delete these.
01:28 Another best practice is to make sure that all your library items are named
01:32 something intuitive.
01:33 When you open up the file three or four months down the line, you can tell at a
01:37 glance what each item is.
01:39 Trust me, there's nothing worse than a library full of items named Symbol 1,
01:43 Symbol 2, and symbol 3.
01:45 Putting related library items into well-named folders, like we have here,
01:49 can also be helpful.
01:51 The same guidelines apply to the main Timeline.
01:54 Take a minute to delete any unnecessary or blank layers, make sure each one is
01:58 named something intuitive, and consider putting related layers into folders.
02:03 I've got an extra layer here called rhino with nothing on it.
02:08 It's just cluttering up the main Timeline, so I'll delete it.
02:11 If you go to the File menu and then Publish Settings, you'll see where you can
02:15 affect the default compression settings that Flash will apply to the audio and
02:20 bitmap images you've brought into Flash.
02:23 To optimize your SWF files even further, you can go through and compress
02:27 individual audio files, which we talked about in the Audio section earlier in the course.
02:31 For instance, you can double-click on the icon of the speaker for any of your
02:37 audio files in the library.
02:39 Then you can test different output compression settings to get the right balance
02:43 of sound quality and file size.
02:45 What you choose for an individual audio file here will override the settings
02:49 for the FLA document in general, which we saw just a second ago in the Publish Settings box.
02:56 Imported bitmaps can be a big source of file-size bloat in your SWFs as well.
03:01 The best way to avoid this is to plan ahead.
03:04 Import images only at the dimension and resolution you really need them.
03:08 That being said, you can ratchet down the size of your final SWF by affecting
03:12 the quality of compression that Flash uses for individual images.
03:17 To demonstrate this, first, I am going to publish the movie and then
03:20 immediately close the SWF.
03:21 (clip playing)
03:24 I'll click on the pasteboard and open the Properties inspector.
03:27 In the SWF History section, you can see that our file is at 620 K. Now in the
03:33 library, I'll double-click on the little tree icon next to jungleBackground.jpg
03:39 to open up the Bitmap Properties box for this image.
03:43 Using the Quality radio button, you can set a custom compression that Flash
03:48 should use instead of the default for this image.
03:51 I am going to be pretty aggressive and use 40%.
03:55 I'll publish the movie again and the quality of the background image
03:59 is certainly reduced.
04:00 You can see a lot of blockiness and pixelation in the image.
04:03 (clip playing)
04:10 However, when you close your SWF, click on the pasteboard, and open the
04:13 Properties inspector again,
04:15 you can see our file size has been reduced to 582.5 KB.
04:17 I am going to restore my background image back to the original settings, but
04:25 know that you can play with this to find the right balance between image
04:29 quality and size if final SWF size is a concern for you.
04:33 If you're building an application like an image gallery that shows a lot of
04:37 high-quality images, you might want to keep studying Flash and try techniques
04:42 like loading in external images or other assets one by one on demand, instead of
04:47 embedding them all into a SWF file.
04:50 Next, you might want to also consider optimizing shapes for any vector artwork.
04:56 We showed how to do this in the movie called Movie tricks and techniques
05:00 for imported imagery;
05:01 it's in the Graphic section of this course.
05:04 If you have a lot of things going on on your Stage at once and SWF
05:08 performance is a concern, you could also try finding items in your project
05:12 that you could cache as bitmap.
05:15 An example would be this movie clip that says Welcome to the Jungle Sounds Game.
05:20 When I click on it in the Display area of the Properties inspector, in the Render
05:24 dropdown, I can choose to Cache as Bitmap or Export as Bitmap.
05:30 Caching vector imagery as bitmap allows Flash to cache an internal bitmap
05:35 representation of the movie clip.
05:37 Then it refers to that copy instead of having to redraw a vector version over
05:42 and over and over again as the SWF plays.
05:45 This can increase performance as the movie is playing.
05:48 Export as Bitmap can potentially give you better performance in your
05:51 animations as well.
05:53 The difference is that Cache as Bitmap creates a bitmap at runtime; Export as
05:58 Bitmap creates a bitmap for a movie clip at publishing.
06:01 Now, don't think that this means it creates an actual bitmap file that you'll
06:06 find somewhere in the file explorer on your computer.
06:09 It just creates the bitmap image in a way that your published SWF knows what to do with it.
06:14 Export as Bitmap is better for more complex vector shapes.
06:18 Both Cache as Bitmap and Export as Bitmap are best used with movie clips that
06:22 have mostly static content that don't scale or rotate frequently.
06:29 Finally, be careful about the kind of text that you use.
06:32 As we discussed in the section in the course earlier about text, embedding fonts
06:37 and using TLF text can add significantly to your file size.
06:42 Be sure that you need to embed fonts or use TLF text before you incorporate it
06:47 into your Flash project.
06:50 With these items considered, you can optimize the file size and performance of
06:54 your final SWF, as well as make sure that your layers and library are as easy to
06:58 navigate as possible.
07:01
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Configuring SWF publish settings
00:00 There are a lot of different options that you can set when you're getting ready
00:04 to publish the final version of your Flash projects.
00:07 Let's take a look at some of the things that you can specify.
00:10 Note that in this movie we are going to assume that we are getting ready to
00:13 publish our Flash file for the web.
00:16 The things we'll look at here also apply for when you are trying to deploy a
00:19 mobile app, or as a desktop app.
00:22 But those types of deployments have additional settings that you won't see here.
00:25 We will cover settings specific to mobile and desktop deployment in a different movie.
00:30 So, when you're getting ready to deploy for the web, Flash can create a SWF
00:34 file and an HTML document that embeds the SWF file within it.
00:38 I am going to go to File and then Publish Settings to open up the Publish
00:42 Settings dialog box.
00:43 I am going to cancel out of this because you could also get to the same spot by
00:48 going to the Property inspector and then clicking Publish Settings.
00:53 First off, note the difference between OK and Publish at the bottom of the screen.
00:59 If you just change some of your Publish Settings and then click OK, nothing
01:02 is actually published;
01:04 Flash just remembers the settings that you've chosen.
01:07 If you change some of your Publish Settings and then click Publish, Flash will
01:10 actually create the final files but not open them up for you to see.
01:14 So I will click Publish and then Cancel and now jump to my file explorer.
01:20 Here you can see we have a SWF and an HTML file that Flash created for us.
01:30 So, back in the Flash Publish Settings, remember that you'll set the Publish
01:34 Settings here, but to actually see the changes, you are going to have to do one of two things:
01:38 hit Publish and then go to the File Explorer and open your files from there, or
01:43 hit OK and then hit Ctrl+Enter to preview your SWF, just like we've done
01:48 throughout this entire course.
01:50 So now, for the actual settings.
01:52 At the top of the box, you can specify which version of the Flash Player you
01:56 want to target, as well as what version of ActionScript that you want to target.
02:01 You have to tell Flash what version of ActionScript you want to target, even if
02:05 you don't write a single line of code in your movie.
02:08 Unless you have a specific reason to target an older version of ActionScript,
02:12 you will want to leave it at ActionScript 3.0.
02:16 The area on the left displays all the different types of output files that you could create.
02:20 You will notice that Flash (.swf) and HTML Wrapper are checked by default.
02:25 Clicking on any of the choices in this left box brings up the options for that
02:29 type of file on the right.
02:31 So I am going to start with Flash (.swf).
02:34 If I open up the Advanced area, you will see that there's a lot of choices.
02:38 I'm only going to highlight some of them.
02:40 The help files in Flash are a good place to find out what the ones we don't touch on do.
02:46 So first off, the JPEG Quality setting affects the bitmap compression of
02:50 images in your movie.
02:52 To make highly compressed JPEG images look smoother when they are exported from
02:56 Flash, you can select the Enable JPEG deblocking option.
03:00 I am going to leave it deselected.
03:02 Similarly, to set the sample rate and compression for all the streaming sounds
03:07 or event sounds you use in the SWF file, you can click and change the Audio
03:10 Stream or Audio Event options.
03:12 I am going to cancel out of Publish Settings for a moment and hit Ctrl+Enter so
03:18 we can hear what the background sound sounds like, because we are going to
03:22 change it in a minute. (music playing)
03:28 So, remember that you can set the audio compression used for any given individual
03:33 sound through the library.
03:35 You open the library and double-click on the sound icon for a given sound to do that.
03:39 We talked more in depth about this in a previous movie in this course,
03:43 but for now, I am just going to uncheck Use imported MP3 quality and now choose
03:47 8 kb for the Bit rate. Now, I will click OK.
03:50 Now, if you have done this process for any of your sounds, the settings you
03:55 choose from the Library will override the settings in the Publish Settings
03:59 box that we just saw.
04:01 So I am going to test the movie, and now notice how the sound quality for the
04:04 background sound is not very good.
04:06 (music playing)
04:12 I am going to flip over to the Property inspector and open the Publish Settings again.
04:16 I am going to check the Override sound settings box.
04:19 I am going to click OK at the bottom.
04:21 That saves our settings but it doesn't publish.
04:24 So now when I hit Ctrl+Enter, you will see that the background sound sounds good again.
04:28 (music playing)
04:34 So, that Override sound settings box allows you to ignore the individual
04:38 settings you've set for particular sounds.
04:40 So I am going to quickly go back and restore my background sound to the way that
04:44 it was, using the Imported MP3 quality.
04:49 I'll also fix my Publish Settings to uncheck Override sound settings.
04:53 Now, between all these options for compressing sounds, it might seem like
04:57 there's too many places to control it from.
05:00 Well, one use case where I can think of where override sound settings could be
05:04 useful is if you're testing iterations of your Flash projects.
05:07 If you want a smaller low-fidelity version of your SWF that doesn't carry around
05:12 so much file size due to audio, this is where it could be useful.
05:15 You could set the Sound settings to be really super compressed here,
05:19 do your testing, and then set everything back when you're done.
05:23 So, moving on, Export device sounds is kind of a different topic.
05:27 You check this if you wanted to export sounds suitable for mobile devices
05:30 instead of an original library sound.
05:32 Now in the Advanced section, you can choose to compress the movie.
05:37 Choosing compression reduces the file size and download time of your SWF, and
05:41 that's generally an option that you want to leave checked.
05:44 Under the Compress movie dropdown, you can choose Deflate or LZMA.
05:50 LZMA is short for Lempel-Ziv-Markov chain algorithm.
05:54 This compression type is new in Flash CS6.
05:58 It's most efficient for compiling ActionScript and vector graphics.
06:02 The reduction in file size can be up to 40% depending on the amount of
06:06 ActionScript and vector graphics included in your SWF file.
06:09 Now, I am going to skip down to Include XMP metadata.
06:13 If you click on the little icon of the wrench, a dialog box opens up where you
06:17 can describe your Flash file for other developers that you might share your file with.
06:21 What your type here can also be seen by search engines on the web.
06:24 So you could add in title, description, keywords, and any other information
06:29 about your SWF that you want to include.
06:32 Then all that metadata is embedded in the file.
06:35 The only other setting we are going to discuss here is the Generate size report checkbox.
06:39 I will check that and then click Publish.
06:42 Now, I am going to close the Publish Settings box and you'll notice that we've
06:47 got a ton of text in the Output panel.
06:49 I will open this up so we can see it a little bit better.
06:52 Now, scrolling through all of this, you will see we get information about our
06:56 SWF presented in different ways.
06:59 This section shows how many bytes of memory we are dealing with on each frame of our Timeline.
07:04 So frame 1 has got a lot. Then there's not much until we get down to frame 25.
07:10 If you've watched other parts of this course, you know that frame 25 is where
07:13 the Timeline changes from the Welcome screen to when the jungle animals with
07:17 their sounds appear.
07:18 I will scroll down even further and it breaks down each asset by size.
07:25 Here is also some information about the font that's used, and then here at the
07:30 very bottom, it tells us information on the size of each one of the sounds.
07:33 In case where your SWF file is bigger than you want or expect it to be, the
07:38 Size report can be really useful in pinning down what item or items are
07:42 causing the file bloat.
07:45 Flash also creates a copy of the Size report for you in a text file in the same
07:50 directory as your SWF.
07:52 So these are the most important items to work with when setting your SWF Publish Settings.
07:57 When publishing for the web, the settings for the HTML file that's going to be
08:01 the wrapper for the SWF are important also,
08:03 so we will explore those in the next movie.
08:06
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Configuring HTML publish settings
00:00 In the last movie, we took a look at some of the publish settings for the SWF
00:04 file that you can manipulate.
00:06 When you're getting ready to deploy for the web, Flash can create an HTML
00:10 document that embeds the SWF file within it for you.
00:12 Let's take a look at the settings for the HTML file now.
00:16 So I'll open up the publish settings for our document by opening the Property
00:20 inspector and clicking the Publish Settings button.
00:24 In the Publish Settings dialog, I'll click HTML Wrapper to go to the
00:28 settings for the HTML file.
00:29 There's a lot of choices here, just for the SWF settings.
00:33 So I'm going to highlight just some of them here and refer you to the Flash help
00:37 for a blow-by-blow of all the rest.
00:39 In the Template dropdown, we're going to stick with Flash, but there's a
00:43 myriad of other choices.
00:44 For example, if you have a file that you want the user to be able to open up the
00:48 full screen, you'll want to choose Flash Only - Allow Full Screen.
00:53 That's often used in files that play video.
00:56 If your Flash piece is going to end up on an LMS, or a learning management
00:59 system, you might be interested in the options for SCORM tracking.
01:04 If you wish, you can choose to have Flash automatically detect what version of
01:08 the Flash Player is on the user's computer.
01:11 This can be a really great idea,
01:13 for instance, in a case where your Flash movie uses a feature that works only in
01:17 the most recent version or two of the player.
01:21 If someone trying to view SWF file doesn't have the correct version of Flash
01:25 Player that they need to view your content, they'll be presented with a message
01:29 that they need to go download the different version and then can click to the
01:32 right spot on adobe.com to go get it.
01:35 So I'll check this box and you can type in the specific version of Flash Player
01:39 that you want to detect for.
01:40 Now the Size dropdown offers choices regarding the dimensions of your published movie.
01:46 Match Movie plays the movie at the Stage size you set in Flash.
01:50 That's the usual setting you'll use for almost all your Flash projects.
01:54 Pixels lets you enter in a specific size in pixels for your Flash movie, and
01:58 Percent sizes the Flash movie as a percentage of the browser window.
02:01 Now this dropdown and the Scale dropdown here at the bottom work together to
02:06 determine the movie size and amount of distortion and cropping.
02:09 For instance, with Size at Match Movie and Scale at Default, I'll publish the movie.
02:16 Now I'm going to go to my file explorer and open up the HTML file in a browser.
02:22 (clip playing)
02:28 So the HTML file has the SWF file embedded within it.
02:32 Now when I shrink the browser down, the content remains constant, but it's
02:36 clipped by the window when I shrink it very small.
02:42 Back in Flash, I'll change Size to Percent and Scale to Exact Fit and publish again.
02:50 Now when I open the HTML file, you'll see right away that the movie fills the
02:54 entire browser window.
02:55 (clip playing)
03:02 Now when I scale the window, the movie scales too and it can distort as well.
03:09 One thing that people often want to do is center their SWF content in
03:12 the browser window.
03:14 That's done by setting Size to Percent with a Width and Height of 100.
03:19 The Scale dropdown should be set to No scale.
03:23 Now there's another set of dropdowns that come into play: Flash horizontal
03:27 alignment, which should be set to Center, and Flash vertical alignment, which
03:31 should also be set to Center.
03:34 I'll hit Publish and go to the file explorer to open up the HTML.
03:42 (clip playing)
03:47 Here you can see that the SWF file is centered, and it stays that way when
03:51 I resize the browser.
03:52 And one thing to note about centering your content this way is that if you have
03:57 anything on the pasteboard in your FLA, it will also show up on the screen here,
04:01 so clean off your pasteboard or maybe put a mask on your file so that only the
04:05 content on the Stage appears.
04:07 And moving on, things here in the Playback area mostly affect how your SWF
04:12 behaves when playing.
04:14 For instance, you could have it pause at the beginning or loop, and I'd
04:17 recommend not using any of these settings and instead, control your Timeline
04:21 through ActionScript.
04:22 For instance, if you want your movie to pause at the beginning, use the Stop
04:27 command, like this movie already has.
04:29 That way your Timeline playback is all controlled from the same place.
04:33 Finally, Window mode is something you might start being concerned about if
04:37 you're going to have your SWF appear amongst HTML that's dealing with complex
04:41 style sheets and layers.
04:42 For instance, think of a banner ad on a web page.
04:46 For some ads, when you mouse over them, they expand over the content on the rest of the page.
04:51 The setting on that banner ad would be Transparent Windowless.
04:54 It allows layering of SWF content within DHTML.
04:58 So I'm going to quickly turn your attention to the fact that we checked
05:02 that Detect Flash Version box, so we can see what version of the Flash
05:06 Player the end user has.
05:07 I'm going to head over to the file explorer and pop open the HTML file that
05:12 Flash created for us in Dreamweaver.
05:15 Scrolling through, you can recognize some of the items that we set in the
05:18 Publish Settings here in the code that's embedding the SWF into the HTML.
05:23 For instance, the window mode is window, the scale is noscale, and up here you
05:28 can even see that the background color of our SWF is being set to white, ffffff.
05:35 So remember that we checked that Detect Flash Player box in the Publish Settings.
05:39 Because of that, this HTML file is actually mostly JavaScript.
05:44 You can see on line 6 that it's calling a JavaScript file called swfobject.js,
05:49 which Flash generates for you.
05:51 Most of the code below that is JavaScript as well.
05:53 Now if I go to the file explorer where my SWF is, there is the swfobject.js file.
06:00 When you deploy your Flash project to your web server, you should put your HTML,
06:05 your SWF file, and the .js file.
06:08 You should also include any other files that your SWF uses, like FLV or F4V video
06:13 files or any other SWF files.
06:16 Embedding your SWF file into the HTML using this method is a pretty smart thing to do.
06:21 The JavaScript works well across all different browsers and you can learn more
06:25 about how to modify what the end user sees if they don't have the right version
06:30 of the Flash Player.
06:31 It says right here at the top of the page, here in the code comments, where to go to do that.
06:36 It's code.google.com/p/swfobject.
06:38 If you want to have your Flash SWF appear on an HTML page amongst other content
06:47 that you've already built, you could just copy and paste the code from this page
06:50 that Flash generated for you into your other page.
06:55 That being said, if for some reason you don't want to use all that fancy
06:58 JavaScript, you can just uncheck the Detect Flash Version box.
07:03 Flash will still publish an HTML file for you that takes into account all the
07:07 settings that you set here, and you can manipulate that code as you wish.
07:11 So I'll publish this and then head back to Dreamweaver so we can see what it looks like.
07:16 Yes, I want to reload my code and see the new version, and you can see that this
07:21 is more just straight HTML with a div.
07:25 There's no JavaScript.
07:27 Scrolling down, there is a little thing at the bottom of this code that will
07:31 show the user a button that says Get Adobe Flash Player if they don't have the right one.
07:36 But this isn't nearly as robust as the JavaScript version and you'd just be
07:39 reinventing the wheel if you wanted to customize this.
07:42 So unless you have a specific reason not to, I'd recommend checking that Detect
07:47 Flash Version box in the Publish Settings and using the JavaScript method.
07:52 So the HTML Settings area contains a lot of pretty important settings for
07:57 deploying your Flash project to the web.
07:59 Again, you can always consult the Adobe help documentation for a setting
08:03 you don't understand.
08:04 Notice that the Help button is at the bottom of the dialog; that can take you there.
08:08 Just remember that once you've published your files, be sure to upload your
08:11 HTML, the SWF, the JavaScript, and any supporting files up to your web server.
08:18
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Looking at other types of files you can publish
00:00 Flash allows you to save specific frames of your movie as images or save the
00:05 file as a projector, which can play on computers that don't have Flash Player installed.
00:10 Let's start with exporting images.
00:12 You might run into a case where you don't want to share an entire movie but
00:16 share a particular frame, or maybe you want to create a storyboard using imagery
00:21 from different places in your Timeline.
00:23 You can export your Timeline frames as GIF, JPEG, or PNG images.
00:29 To demonstrate, I'll click the Publish Settings button in the Property inspector
00:33 to open up the Publish Settings box.
00:36 Now, I'll select the GIF, JPEG, and PNG checkboxes from the list of file
00:41 types that I can publish.
00:44 When you click on each one of the file types, options for that selection show up on the right.
00:48 For instance, for GIF, I could change the dimensions of my outputted image.
00:52 I could also choose between a static image or an animated GIF.
00:57 Animated GIFs are special kinds of GIFs that play a series of images in sequence.
01:02 There are also a lot of choices regarding the colors of my GIF in the Color area.
01:07 Notice under the Transparent dropdown, you could maintain the Alpha settings
01:12 that you might have on an image.
01:14 JPEG doesn't have quite as many options.
01:16 You can basically just change the size and quality of the end image.
01:20 PNG files have a few more options.
01:23 You can change the size and have some options regarding Color and Alpha as well.
01:28 So these options export the frame currently selected in the Flash document.
01:32 I'm going to click OK to close the Publish Settings, and now I'll move my
01:36 playhead to the last frame of the Timeline.
01:39 Now I'll go to File and then Publish.
01:43 Now, I'll hop open to my file explorer, and here we have the GIF, JPEG, and the PNG.
01:48 I'm going to open it up in Photo Gallery, and it looks like I need to work on
01:55 the color settings for my GIF, but the other ones looks pretty good.
02:00 Back in Flash, you can also publish what's called a projector file.
02:04 A projector basically wraps up all your SWF content as well as everything needed
02:09 to play it into one self-contained unit.
02:12 You don't have to worry about if someone has the right version of Flash Player, if at all.
02:16 This would be useful if you need to distribute your movie to someone who doesn't
02:19 have the Flash Player or has an older version. Or maybe you just want to run
02:23 your movie without a browser.
02:25 One example could be an interactive piece that would be playing in a kiosk in a museum display.
02:31 As a projector file, the Flash piece could run and even have museum visitors
02:35 interact with it without having to play it through a browser.
02:38 The projector could utilize the whole screen and offer the added benefit of
02:42 not having to worry if the browser is going to crash or if a user is going to
02:45 try and use the browser to get to the web or do something that they're not supposed to do.
02:51 So to create a projector file, we'll go ahead and open up our Publish
02:54 Settings box again.
02:55 Then you simply check the box for a Windows Projector or a Mac Projector.
03:00 You'll notice the Windows Projector has a file extension of .exe.
03:05 The Mac Projector has a file extension of .app.
03:07 I'll click Publish and then head over to my File Explorer.
03:14 So here is the EXE file and then the APP.
03:17 I'm on a Windows machine, so I'll click on the EXE file to run it. And here's
03:22 our little animal sounds game.
03:24 (clip playing)
03:28 Now, this doesn't look that different than double-clicking and viewing the SWF file.
03:32 Remember that the difference is that if my computer doesn't have Flash
03:35 Player, the SWF won't work.
03:37 The projector file will work no matter where it goes, since it has the Flash
03:41 Player functionality wrapped up internally.
03:43 That's also why it's a lot bigger in file size than the SWF file.
03:48 So the Image Publishing and Projector Publishing options give you some extra
03:53 choices in terms of the formats you can use to share your Flash content.
03:58
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Using the Bandwidth Profiler
00:00 You can preview how your final project might behave under different download
00:04 environments by using the Bandwidth Profiler.
00:07 Before we look at it, let's refresh ourselves on the structure of our movie.
00:12 We basically have two main views: the Welcome screen, which welcomes you to the
00:16 jungle animal sounds game, and then the second view that starts on frame 25,
00:20 where the animals appear and you can click on them to hear their sounds.
00:24 Now to find the Bandwidth Profiler, first test your movie in Flash by pressing
00:28 Command+Enter or Ctrl+Enter.
00:30 (music playing)
00:35 Then, under the View menu, choose Bandwidth Profiler.
00:42 On the upper-left of the Profiler you can find information such as the
00:45 dimensions, the frame rate, the overall file size, and the total number of frames.
00:49 What you'll probably really find interesting is how long it says it will take
00:53 your movie to preload and how your data is distributed throughout your frames.
00:57 So you've two views in the Bandwidth Profiler: the Streaming Graph and the
01:02 Frame By Frame Graph.
01:03 The default view that we have now is the Streaming Graph.
01:06 It shows you how data streams from each frame.
01:09 Frame By Frame simply indicates the amount of data in each frame,
01:12 so to toggle to that view, I'll go to View and then Frame By Frame.
01:17 Here it's more clear the two mainframes where we have big chunks of data: frame
01:22 1 and frame 25, where the view of the animals first began.
01:25 I'm going to toggle back to the Data Streaming Graph.
01:29 So think of the way a SWF file is delivered to a users web browser like a freight train.
01:34 First the engine has to arrive, then the cars, and then finally the caboose.
01:39 If you want to get on the caboose, you have to first wait for the engine and
01:42 the cars to arrive.
01:44 And so it is with SWF files.
01:46 Everything on your first frame has to download before you can see anything on
01:49 the subsequent frames.
01:50 So now, maybe this view makes a little more sense.
01:54 We're waiting for data to stream on frame 1.
01:57 Frames 2 through 24 don't really stream anything new, because all those frames
02:01 look just like frame 1.
02:03 The next bump comes at frame 25, and the