Computer Animation Introduction To Flash
Computer Animation Introduction To Flash
COMPUTER ANIMATION:
INTRODUCTION TO FLASH
1.0 INTRODUCTION
Flash is multimedia software that allows you to create highly rich
media content, i.e., a product that is a combination of audio, video, animation,
vector or raster graphics etc. Its final rendered file format is .SWF, which
stands for ‘Shockwave Flash’. A Flash Player is required to run .SWF files.
Flash Player is actually an application that is used to display content saved with
.SWF extension. This player is automatically installed while installing Flash
and can also be downloaded from the official web site of Adobe.
Flash was launched in 1996 by Macromedia and had become popular
due to its ease of use and the variety of features it offered pertaining to adding
audio, video, creation of animations etc. Currently, it is being developed by
Adobe Systems.
Action Script is one of the most important features of Flash that allows
the creation of applications. Due to this, Flash can be used to create
presentations, animations, interactive exercises, applications, games, graphics
for web etc. You can create a complete web site by using Flash. While vector
graphics can be created in Flash, raster graphics can be imported. These aspects
will be discussed in detail in this unit along with other topics like creating a
new document, changing movie properties, motion tweening, masking, features
of Flash CS6 and so on.
Introduction to Flash 1
1.1 UNIT OBJECTIVES:
After studying this unit you will be able to:
• Understand Flash CS6
• Discuss the new features of Flash CS6
• Understand the use of Flash interface
• Create Flash panels
• Identify the changes in movie properties
• Discuss the different elements of Flash panel
Introduction to Flash
4. Export sprite sheets.
You can now export a sprite sheet by selecting a symbol in the Library or
on stage. A sprite sheet is a single graphic image file that contains all the
graphic elements used in the selected symbol. The elements are arranged in the
tiled format in the file.
5. High efficiency SWF compression
For SWFs that target flash player 11 or later, a new compression algorithm,
LZMA is available. The new compression can be up to 40% more efficient,
particularly for files that contain a lot of ActionScript or vector graphics.
6. Direct mode publishing
A new window mode called Direct is available which enables hardware
accelerated content using stage 3D.
7. Support for Direct render mode in AIR plugins
This feature brings Flash Player’s Direct mode rendering support for
StageVideo/Stage3D to AIR Applications. Direct mode can be set for AIR for
Desktop, AIR for iOS and AIR for Android.
8. Debug iOS through Wi-Fi
You can now debug AIR applications on iOS through Wi-Fi, including
breakpoints, step-in and step-out, variable watcher and trace.
9. Support for captive runtime for AIR
The Publish Settings dialogue for AIR now has an option for embedding
the AIR runtime into the application package. An application with the runtime
embedded can run on any desktop, Android, or iOS device without the shared
AIR runtime installed.
10. Native extensions for AIR
You can incorporate native extensions into the AIR application you
develop in Flash. By using native extensions, your applications can access all
of the features of your target platform, even if the runtime itself doesn’t have
built-in support for them.
11. Export PNG sequence
Use this feature to generate image files that flash or other applications can
use to generate content. PNG sequences are often used in gaming applications.
This feature allows you to export a sequence of PNG files from a Library item
or individual movie clips, graphic symbols and buttons on the stage.
Introduction to Flash 3
1.3USING THE FLASH INTERFACE
This section will explain the Flash interface in detail.
1. Stage
Introduction to Flash
The timeline controls and shows all the elements of the project over a span of
time. Frames and layers are used to organize the work. Key frames of the Flash
document are created in the timeline to handle the visibility of the document’s
content and an object’s animations, like movement of the object from one
position to another etc.
Timeline is one of the most important options of Flash. The various
aspects of the timeline are as follows:
• Status bar
Introduction to Flash 5
• Information bar
• Play Head
The play head option tells you about the frames that are currently being
displayed on the Stage. This is similar to the option of cuurent frame number in
the status bar.
• Frame View
Introduction to Flash
3. Property Inspector
Introduction to Flash 7
4. Tools
5. Panels
Introduction to Flash
Fig. 1.7 The panels and their uses
Panels are the windows that contain the tools and information that the user
needs while working on his/her project files. Each of the panel is used to view
and change the operations performed.
Introduction to Flash 9
There are various options for creating a new document. The most common
method of creating a new document is selecting the new document option
through the ‘Start’ page. A second method is to access the ‘File’ option and
then select ‘New’ from the drop down list.
Introduction to Flash 1
Movie properties contain the basic information about a movie/document.
Configuring the movie properties is the first step in Flash. One can change the
movie properties any time. The movie properties panel can be opened through
the property inspector.
Introduction to Flash 11
• Match: The
match column has three options-printer, content and default. The printer
option has default frame size. The content option changes the frame
size of the movie as per the object size as created in Flash. The default
option has the default frame size; one can change size and make it the
default size by clicking on the ‘Make Default’ button (at the bottom of
the document property panel).
• Background
Colour: The background colour option provides the background colour
of the movie.
• Frame Rate:
Frame Rate provides the speed of the movie like 24 FPS (frames per
second).
• Auto-Save:
With this option, Flash automatically saves the file after the specified
time.
Introduction to Flash 1
Fig.1.12 The Action Panel
Introduction to Flash 13
3.Color swatches panel
Introduction to Flash 1
5. Info Panel
Introduction to Flash 15
Fig.1.18 Library Panel
The Library in a Flash document stores media asset that you can
create or import for use. The Library stores and imports files such
as video files, sound clips, bitmaps, and imported vector artwork as
well as symbols. A symbol is a graphic, button, or movie clip that
can be created once and reused multiple times. You can also create
font symbols.
The library panel displays a scroll list with the names of all the
items in the library,which lets you view and organize these elements
as you work.An icon next to an item in the library panel indicates
the item’s file types.You can open the library of any Flash
document while working in Flash.
To view the library panel go to ‘Windows’ and then click on
‘Library’.The shortcut for viewing the library panel is Ctrl+L.
8. Behaviors Panel
Introduction to Flash 1
9. Components panel
Introduction to Flash 17
Fig.1.22 The History Panel
The history panel keeps track of the all actions that are performed
while working. You can go back to the previous action any time
you want by selecting the ‘Action’ option in the history panel.
To view the history panel, go to ‘ Windows’, click on ‘Other
Panels’, and then select ‘History’. The shortcut for viewing the
history panel is Ctrl+F10.
Introduction to Flash 1
Fig.1.25 The process of viewing Scenes Panel
The movie explorer shows the list of elements currently being used the creation
of a movie. It can be scenes, symbols (graphics,buttons,movie clips),
actionscript, sound,videos,etc.The movie explorer keeps track of all the
activities. Basically, the movie explorer organizes the content of the movie and
arranges it in a tree format(hierarchical tree).It helps save searching time as one
can directly modify the content by selecting it through the movie explorer are
as follows:
Introduction to Flash 19
1. One can directly change or edit the text by selecting it from the movie
explorer without searching it in the movie.
2. It allows renaming of symbols(graphics,buttons,movie clips).One can
even edit them by7 double clicking on the particular symbols
To view the movie explorer panel, go to ‘Windows’ and then select ‘Movie
Explorer’.Clicking on the movie explorer will open its panel.
Introduction to Flash 2
C: Show action script option enables you to view all action script codes
that are there in the document.
D: Showvideo, sound and bitmap option enables you to view all videos,
sounds and bitmap that are there in the document.
E: Shows frames and layers option enables you to view all frames and
layer texts that are there in the document.
F: Customize item enables you to select which element is to be shown or
which is not to be shown. For example, if you want to hide text elements, you
can disable it.
2. Find
1.8 SUMMARY
• Flash can make your website a lot minutes interesting. You learned
that macromedia Flash MX2004 is the version which has
ActionScript 2.0,Behaviour,extensibility layer or JSAPI or test
support and timeless effects
Introduction to Flash 21
• The enhanced user-friendly features of the version of Flash like
Action Script 2.0 is better than the earlier version (ASI) and it is
more error-free. The aliased text is used to make the small font size
text crisp and readable, spell checking panel helps in creating error-
free content in Flash, and so on.
• The timeline effect is a very interesting tool that saves time as it
allows adding animation or transition to the object easily and
quickly by making a few series of selection
• The Flash interface explained its five major elements-the ‘stage’
interface wherein the ‘stage’ is divided into white and grey areas,
‘timeline’ ‘controls’ ,’frames and layers’ , ‘frame rate’ which
provides information on the current or selected frame number and
the elapsed time to the current frame, the “information bar’ ,the
‘play head’ option , and the ‘frame view option ‘.
• Each key frame is important while doing animation. Anything
created in Flash creates a key frames in the timeline
• The property inspector displays and allows changing all the
commonly used attributes of the current selection in one panel. As a
property inspector makes changes in the same panel, there is no
need to open multiple panels to make changes
• ‘Panels’ are windows that contain the tools and information that the
user needs while working on the project files. Each of the panels is
used to view and change things while working on any flash
document.
• Movie properties contain the basic information about the
movie/document. Configuring movie properties in the first step in
Flash. You can change the movie properties anytime. The movie
properties panel can be opened through the property inspector.
• An action panel is used to write or edit code for an object or a
frame. Selecting a frame, button or a movie clip will make the
Action Script panel active
• The color mixer is used to change stroke, fill color of the objects
and to create new colors. This is also used to create solid colors,
gradient colours and bitmap images. Some of the option Supported
by the colour mixer are stroke colour ,fill colour ,solid ,linier ,radial
, and bitmap.
• The Color swatches panel is also known as ‘library of colors’. It is
one of the highly used panels as it allows you to directly pick colors
from it
• The align panel aligns the selected object along the axis either
horizontally or vertically.
• Using the align panel, you will be able to distribute the selected
objects so that their centers or edges are evenly spaced. You can
resize the selected objects so that the horizontal or vertical
dimensions of all objects match those of the largest selected object.
• The transform panel is used to transform graphic object, as well as
groups, text, blocks, & instances. Depending on the type of element
you select, you are freely able to transform, rotate, skew, scale or
distort the element.
Introduction to Flash 2
• The library panel displays a scroll list with the names of all the
items in the library,which lets you view and organize these
elements as you work.
• You also learned that behavior are pre-writtenActionScript that you
add to an object to control that object .Behavior let you add the
power, control, and flexibility of ActionScript coding to your
document without having to create the Action Script code.
• The option of Components gives you access to the user interface
components.
• The history panel keeps a track of the all actions that are performed
while working on Flash. It enables the user to go back to the
previous action by selecting the action option in the history panel.
• Similarly, the scene panel can be used to organize the documents
thematically. The scenes panel displays a list of all the scenes in the
movie. You can add, delete, duplicate or rename scenes in this
panel. Apart from this, it also allows shuffling between scenes.
• The movie explorer saves time by arranging the content of the
movie in tree structure. The movie explorer shows the list of
elements currently used in the creation of the movie.
Introduction to Flash 23
Short-Answer Questions
1. Briefly explain
the main elements of the Flash interface
2. What is a
timeline? List its advantages.
3. Why are key
frames used in Flash?
4. Define Flash
panels.
5. What is the
major advantage of history panel?
6. Explain the
various options that a movie explorer offers in Flash.
Long-Answer Questions
1. Discuss the new
features of Flash CS6 in detail.
2. Explain the
concept of movie explorer.
3. How can movie
properties be changed in Flash?
4. Explain the step
involved in creating a new document.
5. Explain the
various types of Flash panels.
6. What are the
functions of a color swatch panel?
7. Explain the
various panels in the Flash interface.
8. Describe the
functioning of library panel.
Introduction to Flash 2
2.1 Unit Objectives
2.2 Creating Graphics
2.2.1 Line Tool (N)
2.2.2 Pen Tool (O)
2.2.3 Oval Tool (O)
2.2.4 Rectangle and PolyStar Tool ®
2.2.5 Pencil Tool (Y)
2.2.6 Brush Tool (B)
2.2.7 Misc Tool
2.3 Using Color Effectively
2.4 Layering Flash Elements
2.5 Masking Content
2.6 Organizing Content in Flash
2.7 Reusing Graphics as Symbols
2.8 Summary
2.9 Key Terms
2.10 Questions and Exercises
2.11 Further Reading.
2.0 INTRODUCTION
Technology has simplified our lives to a great extent. Earlier, artists
used to draw sketches of cartoon characters and now the same task is
performed with the help of computers. Computers provide greater efficiency
and also help in saving time.
Flash is generally used for creating graphics. The tools available in
Flash have enabled users to create graphics with ease. The combination of
these different options creates graphics of different shapes, sizes and colors.
Flash not only helps in creating static graphics but also increating
movies. Planning and organizing the content in the movie is the most critical
aspect in effectively designing a flash movie. While writing scripts, each Flash
movie can consist of hundreds of graphics, movie clips, components, and other
elements, each of which may need to be referred to, in order to control the
timeline.
Flash can also be used to create symbols. Each symbol is a separate
instance, and instances of buttons and movie clip symbols can be named thus
allowing the user to refer to them in their scripts. In this unit, you will learn
about creating graphics, masking content, organizing content, and reusing
graphics as symbols.
Introduction to Flash 25
2.1 UNIT OBJECTIVES
• After going through this unit, you will be able to:
• Understand how to create graphics in Flash
• Make effective use of colors
• Understand the aspect of layering in Flash
• Understand how to mask content
• Describe how to organize content in Flash
Introduction to Flash 2
Fig. 2.1The ToolBar Showing Line Tool used for Creating Graphics in
Flash
The line tool (N) is used to create objects with straight lines. A line tool
creates a perfectly straight line. For creating a line, you have to simply click
from where you want to start and then drag it to the end position before
releasing the mouse. To create an absolutely straight vertical or horizontal line
you just need to press the shift button while drawing the line.
There is only one option in line tool, ‘Snap toObjects’.Since the snap two
objects option is used in various tools, it will be explained under a separate
topic.
There are various lines,styles that can be used and this option is show in the
property inspector panel. After selecting the line tool, property inspector shows
it properties.Apart from lines style,property inspector also shows the stroke
hides and the colour of the stroke.
Introduction to Flash 27
2. Stroke height:This property is used to increase the thickness of the line
or stroke.
3. Stroke style: There are various types of stroke styles that can be used.
This stroke styles re as follows:
Introduction to Flash 2
2.2.2 Pen Tool (P)
Introduction to Flash 29
the selected anchor points are displayed as solid and the deselected
anchor pints are displayed as hollow.
3. Show precise cursor: The show precise cursor option change the pen
tool cursor from the default pen tool icon to a precise cross hair cursor.
This option helps in making the selection of points is here, especially
when some detail adjustment on a line is to be made.
Any one of the following steps can be used for completing the path of
an open or a closed shape:
1. To complete an open path, double-click on the last point, or press the
Ctrl or Alt key and click on the last point or click anywhere away from
the path.
2. To close a path, position the Pen Tool over the first anchor point. A
small circle appears next to the pen tip when it is positioned correctly
and then click on the first anchor point to automatically close the path.
The following steps need to be performed to create curved lines using the
pen tool (see Figure 2.8):
1. Select the pen tool from the tool bar.
2. Post selection; position the pointer on the stage from where the curved
line is to start its creation. Successively, click to create the starting or
first anchor point.
3. Click again to define the end point, hold down the mouse button. While
holding the mouse button, you will notice that the pen tip changes to an
arrowhead.
4. When the pen tip changes to an arrowhead, drag it in the direction
where you want the curve segment to be drawn. Use the shift key while
dragging it to constrain the curved line to multiples of 450.
5. The length and direction of the drag determines the shape of the curved
segment.
Introduction to Flash 3
6. To create the next segment of the curve, position the pointer where you
want the next segment to be endedand drag it away from the curve.
Both straight lines and curved lines can be modified or edited by
adjusting their anchor points.
Introduction to Flash 31
The above screenshot shows the various properties of the pen tool.
The properties of the pen tool are as follows:
1. Stroke color: It is used to give color to the strokes.
2. Stroke height: It is used to increase the thickness of a line
or stroke.
3. Stroke styles: It comprises various styles of strokes that can
be used.
4. Custom stroke style: Custom stroke style has a pop up,
which contains diverse types of strokes.
5. Fill color: It is used to add color into the fill area of an
object.
Introduction to Flash 3
Fig 2.11 The Tool Bar Menu Showing the Oval Two Option; the Tall and
Wide Oval
The Rectangle tool and polystar tool are a part of the same button in the
same button in the tool bar. One can toggle between the tools as per
requirement. The functions of both the the tools are different from each
other. The rectangle tool is shown selected by default.
Both the rectangle and polystar tool have the same shortcut,i.e.R.
Introduction to Flash 33
Rectangle tool (R)
Introduction to Flash 3
Fig.2.16.The properties of a rectangle Tool
The above image shows the properties of the rectangle tool. The properties of
the rectangle tool are as follows:
1. Stroke color: It is used to give color to the strokes.
2. Stroke height: It is used to increase the thickness of the line or stroke.
3. Stroke style: It comprises various styles of strokes that can be used.
4. Custom stroke style: Custom stroke style has a pop up which contains
diverse types of strokes.
5. Fill color: It is used to add color in the fill area of an object.
Fig 2.17The PolyStar tool Displayed on the Tool bar on Flash; Using the
PolyStar Tool to create an oval and a star
The polystar tool (R) is used to create polygones or stars ( see Figure
2.17) . In the property inspector panel, the option for selecting a polygon
or star appears with other properties of the polystar tool when it is active.
You can set the number of sides of a star or polygon while choosing the
polygon or star.
The number of sides that a polystar tool can define for shapes is from 3 to
32 and the tool can also define the depth for the star points.
The polystar tool has only one option and that is ‘Snap to Objects’. The
polystar tool has some properties which are shown in property inspector
after the tool is selected.
Introduction to Flash 35
Fig.2.18The properties of the Polystar tool.
The above screenshot shows the properties of the polystar tool. The
properties have been discussed as follows:
1. Stroke color: It is used to give color to the strokes.
2. Stroke height: It is used to increase the thickness of the line or stroke.
3. Stroke styles: It comprises various styles of strokes that can be used.
4. Custom stroke style: Custom stroke style has a pop up, which
contains diverse types of strokes.
5. Fill color: It is used to add color into the fill color area of an object.
Polygon/Star options are used to choose which shape is to be created, i.e.,
either a polygon or a star. Apart from selecting the shape, it also provides
the option of adding the number of sides and the star point size.
The pencil tool( R) is used to create lines and shapes in the same
way as a real pencil is used to draw a line. However, a real pencil
cannot creare a straight line or a smooth curve but this feature
Introduction to Flash 3
helps in creating free form shapes. Straight lines and smooth
curves can be easily created by using the Flash pencil tool.
The pencil tool has the option of drawing mode or pencil mode.
By default it sets the pencil tool on the drawing mode. The pencil
mode provides three options that control the way a line is created.
These three options are as follows:
1. Straighten: This optionhelps in drawing straight lines and also
provides for the conversion of circles, rectangles, ovals, and
squares approximations into these common geometric shapes.
2. Smooth: Curved lines that are smooth in nature can be drawn
using this tool.
3. Ink: This option is used todraw freehand lines and as a result,
the lines drawn are not smooth or straight in nature.
The properties of the pencil tool are shown in property
inspector after the tool is selected.
Introduction to Flash 37
The brush tool is used to create smooth or tapered marks and to fill
enclosed areas. Just like the drawing strokes in painting, the brush
tool is used to give a similar effect. It is used to create special
effects, including calligraphic effects.
The brush tool provides various options which give precise
controlover the type of marks that it makes. These options are as
follows:
1. Brush Mode
When precise control is required over the stage wherein the fill is
to be applied, the option of brush tool is used. The brush tool has
five painting options that are used for creating a wide range of
effects. These options are as follows:
(a) Paint normal : Using this option, you can apply brush strokes
over lines and fills on the same layer.
(b) Paint fills : Using this option , you can apply brush strokes
over fills and empty areas and leave all the lines and fills
unaffected.
(c) Paint selection : Using this option, you can apply rush strokes
in the selected fills, i.s., only the area of the object that is
selected will be affected.
(d) Paint inside: Using this option, you cab apply brush strokes
to a singular fill area where the brush stroke was first initiated.
This works like a smart coloring book that never allows you to
paint outside the line. In the ‘paint behind’ option, if you start
painting in an empty area, the fill does not affect any of the
existing filled areas.
2 Lock fill toggle
The lock fill toggle button is used to control filling in the Flash areas
with gradient color and bitmaps. When you select this button, it
enables all the areas to be painted with the same gradient or bitmap to
appear as a part of a single, continuous, filled shape. It locks the angle,
size, and point of origin of the current fill to remain constant
throughout any number of selected shapes.
3. Brush size
Introduction to Flash 3
The brush shape option has a drop down menu that shows brush tips
in a variety of sizes. You can use this button to create various objects
use in the brush tool.
4. Brush shape
Introduction to Flash 39
Selection tool (A)
Fig.2.28. The sub selection tool bar option on the tool bar
The subselection tool, like the selection toolis used to select and move the
object on the stage. The pen tool is a companion tool of the subselect tool. You
can use the sub select tool option for modifying and adjusting the paths.
While moving the subselection tool over a line or point, the cursor displays any
one of the following two states( seeFigure2.29):
1. When a small filled square is displayed over a line, it means that the whole
shape or line as selected can be moved.
2. When a small hollow square is displayed over a line, it means that a
particular point can be selected and moved to change the shape of the line.
Introduction to Flash 4
Fig.2.29Two states of the Subselection Tool
The eraser tool (E) is used to erase or remove strokes and fills. You need to
drag the cursor for the purpose of erasing. While dragging, it will remove
the particular area of shape that you want to erase. Double clicking on the
eraser tool button in the toolbar will quickly erase everything on the stage.
The eraser tool provides the following options:
Introduction to Flash 41
1. Eraser mode menu
The eraser mode menu shows various eraser modes that can be used for
erasing. The eraser mode options are similar to the brush mode options.
The difference is that instead of creating a shape, it erases it. The eraser
mode options are as follows:
(a) Erase normal: This helps to erase strokes and fills on the same
layer.
(b) Erase fills: This helps to erase only fills; strokes are not affected.
(c) Erase lines: This helps to erase only strokes; fills are not affected.
(d) Erase selected fills: This helps to erase only the currently selected
fills and does not affect strokes, selected or not. You have to select
the fills that you want to erase before using the eraser tool in this
mode.
(e) Erase inside : This helps to erase only the fill portion on which the
eraser stroke hs been strted. Nothing gets ersead in case you begin
erasing from an empty point. The eraser tool does not ffect the
strokes in this mode.
2. Faucet toggle
The faucet toggle option is used to erase field areas instantly. To erase
the selected area in one go ,the user, after select the faucet option, clicks
on any fill area to erase that particular fill area.
3. Eraser shape
Introduction to Flash 4
of the nearest object, moving along the vertex points. Turning of this option will
allow the shapes to be dragged more freely.
The ‘Snap to Object’option is one of the option of various tools like the line
tool,oval tool ,etc.
Snapping of object is indicated by the ‘O’ icon,i.e.the ‘O’ icon appears when the
object is moving and is close or overlapping with the other object.Such a situation
will indicate that releasing the mouse at that point will snap the object.
Introduction to Flash 43
perceived light. It refers to the familiar names of colors like red,
green, or blue. Brightness refers to the luminance or intensity of light
and saturation refers to the purity or amount of white light that
appears to be mixed with a color.
While using Flash, it is very easy to fill color or to create new
color and apply it to the object (see Figure C3). There are various in
flash that are used to color objects. These options are as follows:
1. Color swatches
2. Color mixer
Color swatches
Introduction to Flash 4
There is a difference between the main color panel and quick pop up menu.
In the main color panel, the swatches provide the following options:
Introduction to Flash 45
Fig 2.39 The Hexadecimal Value Field and Launch Color Mixer Options
1. Hexadecimal value Field: Every color has some code or value, for
example, the value for black color is 1000000. This value is shown in the
hexadecimal value field.
2. Launch color mixer:This menu launches a color mixer panel where one
can create their own color. Apart from this, there are some default color
swatches. The newly created color can also be saved in the menu for future
use.
To color both the stroke and fill, we use the color swatches option. The only
difference is that for fill color, there is an option of adding multi
colors(gradient) to it, whereas for stroke color, there is no such option as the
stroke accepts only solid colors.
All the drawing tools that are used for creating graphics or objects in Flash
like the brush tool, pen tool, etc., have the option of adding fill or stroke
color or b0th. The option of drawing tools appears in the property inspector
after the particular tool has been selected.
Apart from the drawing tool, there are other tools for adding fill and stroke
color to the tool bar. These options are as follows:
1. Stroke color
2. Fill color
Clicking on any of these options, the menu will open a quick pop up
color menu for selecting the requisite color.
Introduction to Flash 4
Color mixer
The color mixer is used to change the stroke and to fill color into
objects. It also helps to create new colors. One can create solid colors,
gradient colors(multi colors) and can also use bitmap images. The
default color channel is RGB but one can change it to HSB, according
to the requirement.
To view the color mixer panel, go to‘Windows’, select ‘Color’. The
shortcut for viewing movie explorer is Shift+F9
The most important option in the color swatches is the color mixer. In
the color swatches panel, there are default color sets. The color mixer
has the power to modify those colors and add variation to it.
There are various options in the color mixer. These have been described
as follows:
1. Stroke color: It is used to color the strokes of the objects.
2. Fill color: It is used to color the fill area of the object. There are four
types of fill coloroptions. These are:
(a) Solid: It is used to give a flat, solid color.
(b) Linear and radial: Both are used to give multicolor (gradients).
Linear color means that it follows the linear path and radial color
means that it follows a circular path.
(c) Bitmap: It is used to insert an image in the fill area instead of
color.
(d) Default color(black and white): It is used to change the stroke
and color of the default color, i.e., black and white.
(e) Swap color: It swaps the color between strokes and fills.
The toolbar has both the default color(black and white) and the
swap color.
‘Color mixer’ and ‘color swatches’ are not the only options for
selecting colors. There are some other tools also which are used
for the selection of the requisite colors. These are as follows:
Introduction to Flash 47
Fig.2.43 The paint Bucket, Ink Bottle, Eye Dropper and Tools
1. Paint bucket tool and ink bottle tool: This tool helps to fill
color into the object. To add color to the fill and stroke of the
object, you need to select the fill area or stroke of the object
and select the color using the stroke color or fill color tool or
by using the color mixer option.
Another way to fill color in an object is to select color and
then use the paint bucket tool to add color to the fill area and
the ink bottle tool to add in the stroke.
2. Eye dropper tool: This tool helps to select color from an
object. It can be a stroke color or a fill color.
Introduction to Flash 4
2.4 LAYERING FLASH ELEMENTS
Introduction to Flash 49
3. Delete
The delete option is used to delete a layer and its content.
4. Show/hide
layer
The show/hide layer is used to show or hide the content from the stage.
A red x next to the name of a layer or folder in the timeline indicates
that it is hidden.
When the file is published, any of the layers that were previously
hidden in the Flash document are preserved and are made visible in the
.SWF file.
5. Lock/unlock
layers
The lock/unlock option is used to lock/unlock layers. When the layer is
locked, the objects on that particular layer will be locked, which in turn
means that these cannot be moved or edited. This option is very useful
where there is lot of content on the stage. So, if a specific object is to be
moved then the other objects that are in different layers are locked.
6. Outline view
The outline view displays all the objects on a layer as colored outlines.
This helps in distinguishing the layer an object belongs to. There are
different outline colors for every layer. The outline color for layers can
be changed as well.
7. Layer name
By default, the new layers are named by the order in which they are
created, i.e., Layer 1, Layer 2, and so on. But for renaming thr layer,
you need to double-click on the layer name, type the name, and press
‘enter’.
You can even rearrange layers and folders in the timeline to organize
the document as per your requirement. Apart from the preceding
options, you can edit the layer options by double-clicking or right-
clicking on the layer and then going to the properties option.
Introduction to Flash 5
gradients, transparency, colors, and line styles are ignored. Masking defines its
area is displayed as opaque.
A mask can be animated or static. There is one limitation to masking though;
you can apply a mask to the content which is in the same mask layer and not in
the other layer, i.e., in simple words, a mask layer can contain only one masked
item.
The process of creating a mask layer is as follows:
1. Select or create
a layer that has several layers nested beneath it in the visible area.
2. By using the
insert layer option, create a new layer above it.
3. It should be
noted that mask layer always masks the layer that is immediately below
it, so make sure that you create the mask layer in the proper place.
4. Place a filled
shape, text or an instance of a symbol on the mask layer.
5. Right-click on
the mask layer and select mask from the context menu.
6. The mask layer
icon will appear that indicates that the layer has been converted into a
mask layer. After the layer has been masked, you will notice that the
layer immediately below it is linked to the mask layer, and that its
contents appear through the filled area on the mask. The name of the
masked layer is indented.
7. The mask layer
is locked to display the mask effect in Flash.
Introduction to Flash 51
2. After unlocking
the mask layer, you will come across any of the following scenarios:
• If the object is a
filled shape instance, apply shape tweening to the object.
• If the mask
object is a type object or graphics symbol instance, apply motion
tweening to the object.
3. When the
animation is complete, you will have to lock the mask layer again.
Planning and organizing the content in a Flash movie is one of the most
critical aspects of effectively designing a Flash movie. While writing
scripts, each Flash movie can consist of hundreds of graphics, movie clips,
components, and other elements, each of which are required to control the
timeline.
Flash makes it easy to keep this content organized by using a document
library which can be shared among different Flash documents. Flash also
enables the library assets to be reused over and over again, and to be
update3d so that Flash automatically that significantly reduces the amount
of time you spend on its development.
The ‘Library’ is the storehouse for all the reusable elements. The elements
can be symbols, movie clips, buttons, videos, sounds. Etc.
To open the library panel, go to ‘Windows’ and click on ‘Libraries’. The
shortcut for opening the library panel is Ctrl+L.
Introduction to Flash 5
Fig2.49:The Process of Opening ‘Library’ in Flash
At times you can open libraries for several documents by opening
the particular document that contains the library that you want to
use and then displaying that library. Drag and drop library objects
can be dragged and dropped from one to another by using the option
of keeping several libraries open. A library item from one document
can directly dragged onto the stage of another document. Flash also
includes some sample libraries that contain buttons, graphics, and
sounds.
To open one of these buttons, you will to open the ‘Windows’ menu
and select ‘Common Libraries’.
The saved sample libraries and permanent libraries appear in the
common libraries submenu.
Fig :2.50The Submenu ‘Common Libraries’ Showing all the saved Sample
Libraries and Permanent Libraries
There are various options under the library option in the menu that help in
organizing content in Flash. These options are as follows:
1. New symbol:This option is used to name and choose properties for a
symbol. You can also select this option to launch the ‘create new
symbol’ dialogue box. Click on OK to open the edit mode and place or
Introduction to Flash 53
crate graphics on the symbol timeline. When a new symbol is created ,
it is stored at the root of the ‘Library sort’ window. You can drag it
inside any of the existing library folders.
2. New folder:This command is used to create a new folder. This option
helps in organizing the items in the library in folders. You can change
the name by double-clicking on this option; although by default, it is
named ‘new folder’.
3. New font: This option is used for creating a new font. Upon selection,
this option will open a ‘font symbol properties’ dialogue box.
4. New video: This option creates a new empty video object in the
library.
5. This option is used to rename the currently selected item in the library.
Double-clicking on the selected item is another way of renaming the
selected item.
6. Move to new folder: This option is used to open the ‘ new folder’
dialogue box. Clicking on ok automatically inserts the new folder in the
library window. The currently selected item in the library will be then
stored in the new folder. Dragging the non-selected items into the
folders is another way of moving the selected items to a folders.
7. Duplicate and delete: The ’duplicate’ option is used to create a copy
of an item and the ‘delete’ option is used to delete an item.
8. Edit: The ‘d\edit’ option is used to access the selected object in its edit
mode. Another option is to double-click on the object which, in turn,
takes the selected object to the edit mode.
9. Edit with: Most of the imported assets like sounds, bitmaps, etc., will
have the ‘edit with’ command available to jump to the external
applications installed.
10. Properties: This command opens the related properties dialogue box
for the particular symbol type. The properties dialogue box is a central
control that enables you to rename an element,. Access edit mode, or
access the linkage dialogue box from one location.
11. Linkage: This command is used to invoke the linkage option dialogue
box. Linkage means that you can assign an identifier string to a movie
clip symbol, a font symbol, a sound , or a video object so that it can be
accessed using the Action Script.
12. Select unused items: This option is used to find items stored in the
library that have not been used in the Project.
13. Play or stop: This option is used to preview an asset in the library
preview window. But this is applicable only if the selected asset has a
timeline or is otherwise playable for the sound. It the assets is currently
playing, then the option of play automatically changes to ‘stop’.
14. Expand folder/collapse folder: This option is used to toggle the
currently selected folder in the library window to open or close.
15. Expand all folder/ collapse all folder: This option is used to toggle
all folders and sub folders in the library window to open or close.
Introduction to Flash 5
39. List the features related to planning and organizing content
in Flash.
40. List the various options of the library option in Flash.
41. Define linkage.
Flash converts graphics and buttons in the library symbols when objects
are added to the stage. These instances of the symbol are placed on the
stage. Each symbol is a separate instance, and instance of button and
movie clip symbols can be named so that you can refer to them in your
scripts. In addition, whenever you modify a symbol, Flash updates all the
instance of the symbol on the stage.
The are three types of symbols as follows:
1. Graphic symbol: Graphic symbols are used mainly for static images.
Flash ignores any sound or action inside a graphic symbol. An
allocated frame on the main timeline is required for each frame to be
visible within the symbol. This happens as a graphic symbol does not
play independent of the main timeline. For example, if in a graphic
symbol there are 400 frames of animation and if in the main timeline
there are 200 frames, then Flash will display only 200 frames.
2. Movie clip symbol: Movie clip are basically movies within a movie.
They run independent of the main timeline, i.e., a movie clip is not
dependent on how many number of frames there are in the main
timeline, as a movie clip can continue to play even if the main timeline
is stopped. Thus, they need only one frame on the main timeline.
Movie clips can contain actions, other symbols, and sounds and can
also be placed inside other symbols.
3. Button symbol: Button symbols are used for creating interactive
buttons. The timeline allotted to the button symbols is limited to four
frames which are referred to as ‘states’. These states are directly
related to the user interaction and are labeled as up, over, down, and
hit. Each of these button states can be defined along with graphics,
symbols, and sounds. After you create a button symbol, you can assign
actions to the buttons. Like movie clips, button symbols also ewquire
only one frame in the main timeline.
The Convert to symbol panel
The ‘convert to symbol’ panel is used for converting an object into a
symbol. The ‘convert to symbol’ panel gives the symbol name and tells
Flash whether it is a movie clip, a button, or a graphic.
Introduction to Flash 55
Fig. 2.51 The ‘Convert to Symbol’ Panel
To open the ‘convert to symbol’ panel, you have to do one of the
following things:
1. Select the object and press F8. It will open the ‘convert to symbol’
panel.
2. Another way is go to ‘Modify’and then click on Convert to
Symbol’.
3. Lastly, you can select the object and drag it from the stage to the
library panel.
For editing the symbol, double- click on the object in the stage or
open the library panel, search for the name of the object that needs
to be edited and double-click on it.
After double- clicking on the respective object, it will open the
‘edit mode’ for the respective object. If you want to exit the ‘edit
mode’, either double-click on the stage or click the scene link over
the timeline to exit.
2.8 SUMMARY
• Flash is used to create graphics. You can use a variety of tools like
the line, pen, oval, rectangle and polyester, pencil, and brush is
Introduction to Flash 5
Flash to create graphics and objects. Design tool are grouped into
two categories-geometric shapes which include line, oval, rectangle
and polyester and freehand stocks which include the pencil and
brush tools.
• Apart from the tools that are used regularly, there are certain other
tools that might not be very common, but are definitely very useful-
like that selection tool, sub selection tool, transforms tool, and
eraser tool.
• Colours can be effectively used to create graphics in Flash, with its
option of color swatch and color mixer, makes it very easy to fill
color or create new colors and apply them to an object.
• The color swatches panel enables you to directly pick a color from
it. We can say that it is a library of colors. It has around 216 web
colors. In this panel, you can also save the colors that you create on
your own it is the most commonly used sources for selecting color
in flash.
• The color mixer option is used to change strokes and fill color in
objects. It also helps in the creation of new color. You can create
solid colors gradient and color (multi colors) and can also use
bitmap images
• Layers are very important in flash. It is a way by which all the
content is separated and edited. The artwork in the document is
organized with the help of layers. You can draw and edit objects on
one layer without affecting the other objects on another layer.
Layers are the part of the main timeline window.
• Masking is a technique that is used to define the visible area of the
layer. You can mask multiple layers as masked layers beneath a
single mask layer with the use of masking.
• The mask items can have different shapes. These can be a filled
shape, a type object, an instance of a graphic symbol, or a movie
clip. In a mask layer, bitmaps, gradients, transparency, colors and
the line styles are ignored in flash. Masking defines its area in two
ways: a filled area is displayed as completely transparent and a non-
filled area is displayed as opaque.
• Planning and organizing content in a movie is one of the most
critical aspects to effectively design a Flash movie. While writing
scripts, each Flash movie can consist of hundreds of graphics,
movie clips, components, and other elements, each of which control
the timeline.
• The document library element in Flash makes it easy to keep this
content organized which can be shared among different Flash
documents. Flash enables the library assets to be reused over and
over again, and to be updated as well so that Flash automatically
updates all the instances of the object in the movie.
• Library is the storehouse of all the reusable elements in Flash. The
elements can be symbols, movie clips, buttons, videos, sound, etc.
Flash converts graphics and buttons in the library to symbols when
objects are added to the stage. These instances of the symbols are
placed on the stage. Each symbol is a separate instance, and
Introduction to Flash 57
instances of button and movie clip symbols can be named so that
you can refer to them in your script. In addition, whenever you
modify a symbol, Flash updates all the instances of the symbol on
the stage.
• The three common type of symbol supported in Flash are the
graphic symbol, movie clip symbols and the button symbol.
Introduction to Flash 5
1. Explain the tools that are used for creating graphics in Flash.
2. Explain the two options that are used in Flash to fill color into
objects.
3. Describe the various eraser mode options.
4. List the various options of the layer element in Flash.
5. Differentiate between a guide layer and motion guide layer.
3.0 INTRODUCTION
Introduction to Flash 59
Text is an important component of websites. It is, in fact, as important
as graphics. You will learn the basics of using text in Flash in this unit. Flash
has several tools the enables a user to use text in the Flash documents
effectively.
Three types of text are used in Flash. These are :
• Static text: Static text is used in titles and labels.
• Dynamic text: Dynamic text is used for displaying text that
changes dynamically during runtime.
• Input text: Input text is used for user activity, for example,
getting the user name and password in the Flash form.
In all the three types of text you can toggle various options for font size,
font style, color, character width, height, maximum characters, character
spacing, justification, drop shadow, blur and glow. Flash allows you to produce
multiple text effects that are not possible in HTML or CSS. It also features the
option of embedding uninstalled text font. This unit will outline the usage of
the text tool to this effect, the use of anti-aliasing text, the use of component if
Flash, and also the process of building forms in Flash.
Introduction to Flash 6
The Text tool(T) allows you to creae three different kinds of texts
according to your requirement. These are as follows:
12. Static text: It refers to the simple, unchanging text that appears in movies.
For example, labels, titles, and descriptive text.
13. Dynamics text: Dynamic txt is used to display text content that is
generated during runtime from a live data source, or text that is updated
dynamically.
14. Input text: input text is used in text fields wherein the user is required to
enter text on his accord. An input text field can be assigned to a variable
that may store the user’s entry.
Text fields that can be modified during runtime like the dynamic and input
text fields are also known as editable text fields.
By default, the text that is first created in Flash is static text. This can,
however be changed by selecting a different text type in the property
inspector. The subsequent textis automatically assigned to the most recently
selected type style.
Fig.3.1 The Default Text Setting on the Property Inspector of the Text Tool
The process of creating text is the same irrespective of the type of text you
want to create. The process can be described as follows:
1. Select the text tool from the toolbar.
2. Define and select the desired setting (font, size, weight, alignment, and
color in the property inspector.
Introduction to Flash 61
Fig.3.2 A Screenshot Showing the Static Text Forms on the Property
Inspector Option
3. Position the cursor on the stage and proceed to type the text.
Fig.3.4 The Process of Editing the Text with the Text Tool
The precedingscreenshot shows what the text looks like when it is in
editable mode.
Each type of text, whether static, dynamic, or input its own properties
which can checked in the property inspector. You will notice that some options
are common to all properties. This section will discuss the properties of each
type of text in detail.
3.3.1 Static Text
Static text is the simple, unchanging text that appears in mocies such as
form labels, titles, and descriptive text.
Although the term static text sounds limiting, this box actually offers
the maximum design options and a large variety of colors or alpha levels.
Static tetxt boxes can be scaled, rotated, flopped or skewed. You can also
animate or layer the graphic elements with the help of static text. There
are two ways of creating static text. These are as follows:
1. Labels text: Click on the stage to enter the text on one of the extending
lines and start typing. To control the width of a line in label text, you can
either enter hard returns with the ‘enter’ or ‘return’ key, our you can
convert the label text into block text. To convert label text into clock text,
drag the round corner handle at the corner of the box to the width that you
require. The round corner handle will change into a square handle to
indicate that the box is now constrained and cannot be expanded.
2. Block text: Click on the stage and drag the box to a width of your choice.
This will define the area of the text. When you start typing in the box, the
text will get auto wrapped simultaneously. To change the width of the
box, double-click on it to invoke the square corner handle. Click and drag
the square corner handle to set a new width. This way, you can change the
width of your block text whenever required. To convert block text into
label text, double-click on the square corner handle. It changes into a
round handle. This indicates that the box can now be extended instead of
being constrained.
Introduction to Flash 6
Lable Text Block Text
Introduction to Flash 63
Fig.3.8 The Properties of Static Text Outlined on
the Property Inspector
1. Text type option
2.Character spacing
Introduction to Flash 6
Fig.3.11 The Text Tool Displaying the Font Name
When the text tool is active, the name of the current font is displayed. To
change the font, click on the arrow button to invoke the scrolling menu for the
available fonts. Choose a different font from the scrolling menu by clicking on
the desired font.
However, to change the font of an existing text in the document window, first
select the text, and then choose a different font from the scrolling menu. While
selecting a particular font type from the property inspector menu, the currently
highlighted font can e previewed in the display.
The font assigned to the existing text can also be changed by selecting the font
option from the from text menu. The advantage of this method is that the list is
easier to scan. However, this option does not give a visual preview of the fonts.
4. Character position
The character position property offers three options, normal, superscript and
subscript. As the name suggests, normal is the default option that aligns the
text to the baseline. Superscript sets a horizontal line above the baseline and a
vertical line to the right of the base line. Subscript sets a horizontal line below
the baseline and a vertical line to the left of the base line.
5.Font size
Introduction to Flash 65
This option is used to modify or give color to the text. Click on the text color
option to open the color swatches that allows you to select the color for the text
Fig. 3.15 The Bold and Italic Styles Displayed by the Text Tool
8. Orientation of text menu
Introduction to Flash 6
Fig.3.18 The Horizontal Text Paragraph Format Options
(i)Indent: The indent option is used in the first line of the paragraph and is
relative to the right margin. By default, this setting described and measured in
pixels.
(ii) Line spacing: This option is used to adjust the space between the lines of a
text. Although you can select a setting for each individual character in the line,
the largest character in a column will always determine the spacing for that
line. By default, line spacing is described in points.
(iii) Left margin: The left margin option used to define the space between the
text and the left border of the text box. By default, this space is described in
pixels.
(iv) Right margin: The right margin option is used to define the space
between the text and the right border of the text. By default, this space is also
described in pixels.
As the name suggests, this box displays the width and height of the text. It
also allows you to edit the width and height by changing their values in the
box.
12. Position of text
Introduction to Flash 67
Fig. 3.21 The Position of Text in the Text Tool
As the name suggests, this box displays the X and Y positions of the text.
These position can be changed by changing their values in the X and Y
position box.
13. URL Link
The URL link allows the concerned text to be hyper linked. The process of
hyper-linking involves the selection of that text or individual word that you
want to hyperlink. The second step is to type the link for the text in the URL
link box. The text link is then identified with a dotted line. The dotted line does
not appear in the published file.
Fig. 3.23 The ‘Auto Kern’ Option Displayed in the Text Tool
Automatic kerning evens out the space between letters forms. It is activated
if the font includes built-in kerning information.
15. Use device font
The Flash. SWF file has no option of device font in the file as it is not
embedded in the software. A Flash player uses the font on the local computer
that most closely resembles the device font.
Using device fonts has two advantages. These are as follows:
(a) Smaller font:
The use of smaller font enables you to have somewhat smaller SWF
files since the device font information is not embedded.
(b) Legible font:
The font is sharper and more legible than exported font outlines,
especially in case of smaller point sizes (below 10 points).
The disadvantage, however, is that in case your system does not have an
installed font corresponding to the device font, the text may look different.
Therefore, device fonts are always a good choice for large blocks of text
such as scrolling texts. These can be used only with static text device fonts.
16. Alias text
This topic has been discussed under a separate section called ‘Anti-aliasing
text’.
17. Rotate text
Introduction to Flash 6
The rotate text option allows you to flip the characters of vertical text so
that they are turned sideways. However, this option is available only if the
selected text has vertical orientation. For example, if you create horizontal
text and then rotate it by 90 degrees, the output that is obtained can easily
be achieved by creating a vertical text and clicking on the rotate button.
18. Target options
Fig. 3.25 The Target Options Displayed on the Text Tool Property
Inspector
Target options are used to select the destination for the link. Hence these
options are available only after a link has been entered in the URL link
field. The options of target are the same as those of a HTML.
Introduction to Flash 69
Fig.3.28 The Properties of the Dynamic Text Option on the Property
Inspector
Each type of text, whether static, dynamic or input, has its own options that
are displayed in the property inspector. Most of these options are common
between the dynamic and input text fields.
Since most of the options related to the dynamic and input text fields are
also shared by the static text fields.
These features are listed as follows:
1. Instance name
2. Render text as
HTML
3. Variable
4. Character
embedding options
5. Line type
6. Selectable
7. Show border
Introduction to Flash 7
3.5 EMBEDDED FONTS VERSUS DEVICE FONTS
There are two kinds of fonts that are used in the playback of Flash movies—
embedded font and device font.
By default, the finished file includes the font information that is embedded in
Flash. That font information is then used to create the new text. For dynamic
and input text fields, however, the procedure of creating the font is different.
The name of the selected font is store in Flash. The Flash player then searches
for that font on the user’s computer. If the user does not have that particular
font installed on his computer, the Flash player will be unable to find it. To
embed/install the font in the dynamic and input text fields, click on the
character button in the property inspector and specify the range of characters
that you want to embed.
However, not all fonts can be embedded. When the text uses a font that is not
installed on the computer, and one that cannot be embedded, the user will not
see the same font as the original one, to check whether the font your have
chosen is embedded is Flash, open the view menu and select the preview mode
option, followed by anti-alias text. If that font is not embedded in Flash, the
text will have jagged edges.
When working on static text, you can also make use of device fonts that re not
embedded in the file. Conversely, when a device font is used, the Flash player
installs a similar font on the user’s computer too.
To use device font, select the text tool or the text on the stage. Next, use the
check box of the device font to check the device font option.
Introduction to Flash 71
Fig. 3.30 TheComponents Panel in Flash
All the components are located in the components panel. To view the
components panel, go to ‘Windows’, click on ‘Components’.
The shortcut for viewing the component panel is Ctrl+F7.
Adding a component to a stage
The process of adding a component to a stage is as follows:
1. Open the
component panel to view the components.
2. Select the
component that needs to be added.
3. There are two
ways of adding component to the stage. These are as follows:
(a) Double-click on
the component to be added (it will be automatically added to the
center of the stage.)
(b) Drag the
particular component to the stage.
Once a component has been added to a document, you can view and modify its
parameters and properties in the property inspector or in the component
inspector panel. Also, when you add a component to the stage, Flash adds a
compiled clip symbol to the library.
Introduction to Flash 7
Dragging the component icon from the library to the stage enables you to add
more instances of the component.
Once a component has been added to a document, you can view and modify its
parameters are property inspector or in the component inspector panel.
Property inspector
The property inspector panel displays the properties and parameters of the
selected tool. The parameters of that tool are displayed in the parameter option
which is next to the properties button.
Component inspector
Introduction to Flash 73
Fig. 3.35 The Three Types of Components in Flash
There are three types of components in Flash. These are as follows:
1. Media
components: Media components are used to stream media into an
application. Media playback is an example of a media component.
2. UI
Components: UI controls are used to interact with an application.
Radio buttons, check boxes, and text input components are examples of
UI controls.
3. Video
Components: Video components are used to control video features like
Play, Forward, Pause, Mute etc.
The proceeding components have been discussed in depth in the subsequent
paragraphs.
Media components
Introduction to Flash 7
rewind, and fast forward through a movie. It is a combination of the
media display and media controller compomets.
UI components
Introduction to Flash 75
9. Label: A label
is a single-line text field displayed in the dialogue box which is non-
editable.
10. List: A list is
used to select one or more options from a scrolling register. It is similar
to a combo box.
11. Loader: A
loader is an empty component into which an. SWF or a JPG can be
loaded.
12. Menu: A menu
is used to select a command from a list. The menu component is very
similar to a standard menu that you find in many desktop applications.
It is particularly useful to create a Flash application that has a ‘desktop’
feel to it.
13. Menu bar: A
menu bar is a horizontal bar of options. It allows the menus to act as a
group so that you can handle keyboard and mouse input.
14. Numeric
stepper: A numeric stepper comprised two clickable up an down
arrows that allow the user to raise and lower the value of a setting.
15. Progress bar:
This bar displays the progress of a process, usually while loading. The
progress bar is a pre-loader too that you can use to load external. SEF,
MP3, and other files into you Flash movie.
16. Radio button:
A radio button is used to display a group of items from which only one
can be selected. For instance, this buttons will allow you to choose just
one color from a radio button group of five color.
17. Scroll pane: A
scroll pane is used to display movies, bitmaps, and. SWF files in a
limited area, using automatic scroll bars.
18. Text area: A
text area is an optionally editable, multiline text field. It is very similar
to a dynamic text field.
19. Text input:
This is an optionally editable, single-line text input field. It is very
similar to an input text field.
20. Tree: A
window displays the content as selected to use. It has a title bar,
caption, border, and a close button.
Introduction to Flash 7
18. Define anti-
aliasing text. What is the advantage of using anti-aliasing text?
Introduction to Flash 77
Introduction to Flash 7
Introduction to Flash 79
Introduction to Flash 8
Introduction to Flash 81
Introduction to Flash 8
Introduction to Flash 83
Introduction to Flash 8
3.7 BUILDING FORMS IN FLASH
Flash allows users to create easy-to-use, professional-looking, complex
forms that can collect user data from websites.
The process of designing forms in Flash is similar to that of HTML, in
perspective of the interface. However, there is one differences in Flash, the
form fields can be selected and moved onto the stage from the components
panel.
In HTML, the form sends the value from the user to a server-side script
that processes the data and communicated a response back to the sending
application. The Flash forms also work in the same way, though you have
to add Action Script to format the data . The value has to be entered in a
way that will be understandable to the server-side script.
UI Components have various options that are of great help for creating
forms in Flash. This section will discuss how this is done. We will use the
text input component to collect the name, the combo box component to
select an option, the radio button component to select one option out of
several, the text area component to enter comments, and the buttons
components.
Introduction to Flash 85
password mask, and to display default text ( by typing into the text field
on the parameters tab).
2. Drag the radio button component from the components panel and drop
it on the stage to create the next field.
Introduction to Flash 8
Fig 3.45:The Property Inspector Displaying the parameters Tab
Clicking on the data field will open the values pop up.
Introduction to Flash 87
Fig.3.49 The Property Inspector Panel with no Changes in the Default
Parameters.
5. Drag and drop the button component from the components panel to the
stage.
3.8 SUMMARY
• Text is an indispensable part of any presentation. Hence, it is as
important as the graphics in the presentation. You learned the basics of
text and how it can be used effectively.
• Flash provides various tools and options that allow us to change the
design and display of the text according to our preference.
• The text tool (T) allows you to create three different kinds of text
according to your requirement. These are static text, dynamic text, and
input text. You learned the process of creating text in Flash.
• To edit the text, you have to double-click inside the text box. Flash
automatically switches from the selection tool to text tool.
• There are two kinds of font used in the play back of Flash movies,
embedded font and device font.
• You studied that the in case of dynamic and input text field, the
procedure of creating font is different. The name of the selected font
stored in Flash. The Flash player searches for that font on the user’s
computer. If the user does not have that particular font installed on his
computer, the Flash player will be unable to find it.
• While working on static text, you can also make use of device fonts that
are not embedded in the file. Conversely, when a device font is used, the
Flash player installs a similar font the user’s computer too.
Introduction to Flash 8
• The functions of components in Flash are very important. Components
are used for adding functionality to the applications of Flash. These are,
essentially , compiled movie clips written in Action Script. It can be a
simple user interface control, such as a radio button or a check box, or it
can contain content, such as a scroll pane.
• Components allow you to build complex applications even if you do not
have advanced knowledge of scripting. Components simplify the
functionality of Flash applications as the use of components involves
simple steps of dragging the component form the component panel.
• The property inspector panel displays the properties and parameters of
the selected tool. The parameters of that tool are displayed in the
parameter option, which is next to the properties button.
• Similarly, the component inspector displays the parameters of the
selected component.
• The component inspector panel Flash CS6 has only one option, i.e.,
parameters, Flash CS6, however, has two option-bindings and schema.
• There are three types of components, namely, data components, media
components, UI components. The options under each of these
components were outlined in detail in the unit.
• Flash allows the user to create easy-to-use, professional-looking,
complex forms that can collect user data from websites.
• The process of designing
form in Flash is similar to that of HTML from the perspective of
interface. However, there is one difference; in Flash, form fields can be
selected and moved onto the stage from the components panel.
Introduction to Flash 89
• Automatic kerning:It
even out the space between letters forms. It is activated if the fond
includes built-in kerning information.
• Anti-aliasing text: This
option is used to make the text more legible. Anti-aliasing text has a
smooth appearance when the font size is big, but at smaller font sizes, it
can sometimes seem blurred and difficult to read.
• Components:These are
used for adding functionality to the applications of Flash. They are
essentially compiled movie clips written in Action Script.
• Property inspector
panel:It displays the properties and parameters of the selected tool.
• Component inspector:It
displays the parameters of the selected component.
Introduction to Flash 9
Written by: Srajan
Structure:
3.0 Introduction
3.1 Unit Objectives
3.2 Introduction to Flash Animation
3.3 Tweened Animation
4.3.1 Creatin Motion Tweens
4.3.2 Creating Shape Tweens
4.4 Creating Frame-by-Frame Animtion
4.5 Using Motion guide Layers
4.6 Adding timeline Effects
4.7 Summery
4.8 Key Terms
4.9 Questions ad Exercises
4.10 Further Reading
4.0 INTRODUCTION
The cartons in comics are displayed through different images. The
sequences of the images define a particular story. Earlier, all this used to be
done manually. Today, a single image is animated to show the movement in
the object (symbol and shape) through the use of Flash . In this unit, you will
study about the three main kinds of animation methods-tweened animation,
frame-by frame animations, motion guide layers, and adding timeline effects to
animations.
Introduction to Flash 91
type. It can refer to the simple movement of an object from one place to
another, or it can be simple fade in and fade out of an object. Animation creates
the change in the contents of successive frames over a period of time in flash
The major function of Flash is to bring movement to images.
This concept of animation in Flash is similar to that of drawing cartoons on
paper and then shuffling them to create movement in the images as drawn. The
frames that are used in Flash represent those very pieces of paper. The timeline
of flash displays the frames consecutively and as the play head moves down
the frames, the object, as on screen, appears to move. A very vital aspect of
flash is that minute variations do not have to be made to the graphic to make it
look moving. To this effect, flash used the technique of tweening, i.e. it takes
two graphics and plots the steps as required to gradually moving from the first
to the second.
But where complex animation is to be done, for example, changing facial
expressions, it is advisable to plot the variations manually for each frame.
Where simpler animations are concerned, Flash fills in for the middle frames
morphs an object’s shape over the course of several frames, and also plots
movement for the object effects that are pre-designed animation effects that
can be added to the objects on the stage. Figure c6 illustrates the use of Flash
MX in animation.
In Flash , there are three basic methods of animation as follows:
1. Tweened animation
When Flash creates animations by interpolating the contents of the frames in
between the contents of the starts and end points of an animation, it is known
as a tweened animation. There are two kind of tweening in Flash –shape
tweening and motion tweening.
2. Frame-by-frame animation
When the individual content of each of any number of successive kay frames is
changed manually, the animation thus created is called frame-by-frame
animation.
3.Timeline effects
Timeline effects enables the usage of automated animation and visual effects to
apply to shapes or symbols.
Introduction to Flash 9
(b) Frame-by-Frameanimation
(c) Timeline
4. Explain the concept of tweening.
5. How does flash help in creating motion in images?
6. What are the three types of tweening?
Fig .4.1A Screenshot of the Motion, Shape, Classic and Incomplete Tween
in Flash
15. Creating Motion Tweens
For animationgroups, symbols, and editable text you can make use of
motion tweening. It can also be used to scale, skew or rotate items as well
as change the colour and transparency of a symbol and much more.
The process of creating a motion tween is as follows:
1. The first step is to select the layer and frame where you want the
animation to star.
2. Then the object on which motion tween animation is to be used is
imported or drawn.
Introduction to Flash 93
3. After the second step, select the ‘start key’ frame from where the
animation is to be started.
4. To create motion tween, right click on the start frame and select “create
motion tween”.
5. Flash will automatically create the end frame depending on the frame
rate you have selected.
6. If you have selected 25 fps as the frame rate, flash will select frame
number 25 as the end frame.
7. The length of animation can be increased by dragging the end frame to
the desired frame.
Fig:4.5 Various Option Displayed on the Property Inspector for Motion Tween
1. Ease: This is very interesting option of Flash. The ease option controls
the rate or speed of animation. Within ease, there is an option of ‘Ease
In’ where in you can slowly star the animation and progressively
increase the speed moving the ease slider down. The value field will
show negative value for Ease In. IN the ‘Ease Out’ option, the
animation starts fast and progressively reduces speed by moving the
ease slider up. The value field will show positive value for Ease Out.
2. Rotate: Rotate animation to the objects enabled through the rotate
option. Select the rotation type from the drop down menu and then type
the number of rotations in the value field. The drop down options of
rotate are as follows:
Introduction to Flash 9
a) Automatic rotation: It is used to rotate the object in the
object in the direction that requires the least amount of
motion.
b) Clockwise(cw) and Counter clockwise(ccw):These are
used to rotate the object in the indicated direction. You need
to define the value field in both the cases for the number of
rotations. For example, if the value is 2, then the object will
be rotated two times.
3. Orient to path :In case of the orient to path option, the object follows a
particular path. The object is forced to orient its movement to that path
after this option is switched on.
4. Sync: for synchronizing key frames, the sync option is used. The
replaced symbols in the first key frame are automatically updated in the
remaining key frames after selecting this option. Hence, you need to
replace the entire symbol in both the start and end key frame in case the
option is not on.
5. Snap: This option is used to snap the animated object into alignment
with a motion guide. A motion guide is used when there is a need for
animating an object around a specific path.
4.3.2 Creating Shape Tweens
Shape tweens are used for morphing shapes i.e.morphi8ng of one object
into another. This option is similar to motion tween. Turning a star into a
circle, or animating lines by tweening from a dot to a finished line are a few
examples of creating shape tweens. Flash can only shape tween primitive
shapes, i.e., shape tween cannot be used in groups or symbols or text.
The process of creating a shape tween is as follows:
1.First select the layer sand frame where you want the animation to start.
2. In the next step, the objects in which you want the shape tween
animation to be used are drawn or imported.
3. After the object has been imported, you need to select the start key frame
from where the animation is to be started.
4. The fourth step is to select the end key frame where the animation will
end.
5. In the last and first key frame, you need to make the modification to the
object that needs to be animated.
6. Select the beginning key frame i.e., the start key frame and then open the
property inspector and select shape tween from the tween menu.
7. To preview the animation, render the file.
A green fill with a continuous arrow in the timeline on that specific layer
indicates that the motion tween animation has been created successfully.
Like motion tween, shape tween also has some options that are
displayed in the property inspector panel. In order to select any of these
Introduction to Flash 95
options, you need to select the first key frame or select the frames between the
start and end key frame. These options are as follows:
Fig. 4.6 The Property Inspector Displaying the ‘shape Tween’ Option
1. Ease: The ease option controls the rate or speed of the animation.
2. Blend :the blend option in the motion tween has two options of menu
Distributive and Angular. To create smoother interpolated shapes,
distributive blending is used, whereas, to create interpolated shaped that
preserve corners and straight lines, we use angular blending , For
example, to create objects with the end pont of the object as of corners
and lines, you nedd to select angular blending; otherwise the
distributive blending can be used.
Introduction to Flash 9
Fig:4.7 A Screenshot Displaying Frame-by-frame Animation on the Flash
Timeline
This type of animation is time-consuming and larger in size than tweening;
frame-by-frame animation can be used in creating the same way as tweened
animations. Frame-by-frame animation can be used in creating a walk cycle
each key frame object needs to be modified or edited. In case of creating facial
expressions, we us Frame-by-frame animation for 2D animations.
The process of creating a Frame-by-frame animation is as follows:
1 First, select the layer and frame where you want the animation to start.
2 in the next step, the object for the sequence in the first key frame is drawn
or imported.
3. The third step is to select the next key frame and either carry forward
from the objects or create new objects.
4. Until the animation is complete, you can continue to add frames and edit
the objects or create new objects.
5. To preview the animation, render the file.
See figure 4.7 to understand how aFrame-by-frame animation is done.
Introduction to Flash 97
The process of adding a time line effect is as follows:
1. Select an object (text or a symbol) on the stage.
2. In the second step, you need to apply the effects. So click on ‘add
filter’ button in filter section in the property inspector. The different
categories of effects can be blur, glow, etc.
3. Taking the example of blur effect, the effect will appear. To see the
results,you need to modify the settings and preview the effect on the
stage.
4. The final step is to check the output by rendering the file.
4.7 SUMMARY
• Animation can be done manually as well as automatically. Flash software
enables us to animate the symbols and shapes using different options
• Inflash you do not need to create minute variations for a moving graphic in
animation. The software takes two graphics and plots the steps required to
gradually move from the first to the second. This is called ‘tweening’.
• For simpler animations, in addition to filling in the middle frames, flash can
also morph an object’s shape over the course of several frame, and plot a
course of movement across the stage based on lines or curves that you
draw. Flash has the feature of adding pre-designed animation effects to
objects on the stage by using the bui9lst-in-timeline effects option.
• The three basic methods of animation is Flash are tweened animation,
frame-by-frame animation and the timeline effects.
• There are three types of twinning-motion twinning -shape twinning and
classic twinning. A coloured fill and a continuous arrow represents these
two types of tweens in the Flash timeline between the start key frame and
end key frame of the animation. Green fill with an arrow represents the
shape tween and blue fill with an arrow represents the motion tween.
• A key frame is simply a frame used to hold objects that represent changes
in the animation or action that control the movie.
• Shape tweens are used for morphing of shapes, i.e. morphing of an object
into another. This option is similar to that of motion tween. Turning a star
into a circle, or animation lines by tweening from a dot to a finished line
are a few examples of creating shape tweens.
• In the timeline, you can use text, graphics or button symbols as objects.
Timeline effects can be used by simply selecting an item on the stage and
apply filter effects. The various types of timeline effects and the process of
implementing a timeline effect are also important parts of animation.
Introduction to Flash 9
• Motion: A change in the location of a body.
• Fade: to become dim, as light, or lose brightness of illumination.
• Animation: This refers to any change in position or appearance, of an
object.
• Tweening: A technique in which Flash takes tow graphics and plots the
steps required to gradually move from the first to the second graphic.
• Tweenedanimation : It is when Flash creates animations by
interpolating the contents of the frames in between the contents of the
stasrt and end points of an animation.
• Frames-by-frame animation: An animation in which athe individual
content of each of any numver of successive key frames is changed
manually.
• Key frame: A frame that is used to hold objects that represent changes
in the animation or actions that control, the movie.
LONG-Answer Questions
1. Explain the three methods of animation in detail.
2. What are timeline effects? Explain in detail the various
types of timeline effects.
3. What is a motion tween? List and explain various types of
motion tween and also explain the process of using motion
tween in an animation.
4.10 FURTHER READING
Reinhardt, Robert and Snow Dowd. 2006. Adobe Flash CS6 Bible.
New Delhi: Wiley India.
Sanders 2004. Adobe Flash CS6. New Delhi: Dorling Kindersley (India)
Pvt. Ltd.
Introduction to Flash 99
5.1 Unit Objectives
5.2 Using Nested Symbols
5.3 Using Movie Clip Events
5.4 Summary
5.5 Key Terms
5.6 Questions and Exercises
5.7 Further Reading
5.0 INTRODUCTION
Macromedia Flash has changed the way animation is done. The new
features available in Flash have sped up the process of animation, movie
making, etc. As a result, the production time has been considerably reduced.
The complex effects, ease of modification and reused action technique are
available in Flash by very simple animation.
In Flash, each symbol created can be used almost like a miniature scene
that can contain other symbols and animation. There can be several animations
within a single frame. So, if you have a symbol on the stage that has simple
animation on it and it contains another symbol that is animated, which contains
yet another symbol that is animated, the result on the stage can be quite
complex.
In this case, it is easy to lose track of what is being animated and when.
Hence, good organization is requested. It is important to understand how each
of the symbol type and key framing methods work. In this unit, you will learn
how nested symbols are used to create robot animation. You will also learn
about using movie clip events.
Introduction to Flash 10
There is a link between nested symbols. Hence, the relationship
between the nested movie clips are sequential. The modification made to the
parent movie clip affect another the child. For example, any change made to
the child timeline that is nested inside another timeline can affect or change the
parent timeline too. For example, if tiger is child of jungle and you make a
change in the_xscale property of jungle, then the scale of tiger also changes.
Fig. 5.1 Timeline Displaying the Parent and Child Movie Clips
You can use timeline to send messages to each other with the help of
Action Script. For example, an action on the last frame of one movie clip can
tell another movie clip to play. Target path is used to specify the location of the
timeline in order to control timeline by the use of Action Script option.
An instance name is used for sending messages between each of the
movie clips. Hence, while working with nested symbol, the instance name of
movie clips play an important role.
For example, consider a nested movie clip where there is one parent
movie clip and one child movie clip. The instance name od a parent movie clip
is abc_mc and the child movie clip is xyz_mc.
If the user want to jump in to a certain key frame of a child movie clip
from the main timeline, then in the action panel, the first main movie clip
(parent) instance name will come and then the instance name of the child
movie clip and then finally the frame.
Thus, the code will be abc_mc.xyz_mc.gotoandStop(frame no).
In the latter frame, parent stands for the abc clip and child for the xyz
clip.
Introduction to Flash 10
panel and click on the add button and go to movie clip options. After you have
selected the movie clip option, you will find bring forward, bring to front,
duplicate movie clip, load graphic, etc. option.
Fig. 5.4 The Behaviors Panel Displaying Various Movie Clips Option
To attach an event handler, you need to double-click on the movie clip
instance on the stage to bring it in focus, and then enter the code in the actions
panel. The code is attached to the movie clip, which is reflected through the
title of the actions panel.
These event or movie clip event can be added in both the buttons and
movie clips.
Let take an example where we will use the button symbol to jump to the
specific key frame of movie clip symbol. Following are the step involved in
creating such a button:
1. Create two objects; one for the movie clip and one for the button. Give
the movie clip an instance name, for example, let us take the instance
name anim_mc.
2. Now select the button ‘open behaviors’ panel.
3. In the behaviors panel, click on the add or plus button to add a
behaviors.
4. After clicking on the add button, a menu will appear, select the movie
clip option and then select the ‘Goto and Stop at’ frame or label option.
Fig. 5.5 The Behaviors Panel Displaying ‘Goto and Stop at frame or
label selected’
6. Select the target movie clip instance and enter the frame number or
label name you want to jump the movie clip to and after the selection,
click on OK. For example, in the above image we had selected
anim_mc movie clip (instance name of movie clip) and wanted to jump
to the second frame of the movie clip.
7. The behavior now appears in the behaviors panel.
Fig. 5.7 The Behaviors Panel Displaying Release of the Movie Clip
8. To check what code is written for these, select the button and open the
action panel.
Fig. 5.8 The Action Panel Displaying the Codes for the Movie Clips
After rendering the file, the output will show two objects in the
stage; one button and the other a movie clip. Clicking on the button will
jump the movie clip its second frame.
Introduction to Flash 10
CHECK YOUR PROGRESS
5. What do you mean by movie clip event?
6. Which option helps you to jump to the desire frame of a movie
clip?
7. How is a system event different from a user event?
8. What are the two ways in which movie clip events can be
handled in the Action Script?
9. Define event
5.4 SUMMARY
• The creation of movie clip in Flash requires an understanding of the
concept of nesting.
• In nested symbols, one symbol is enclosed inside the other. Like an
animation on the main timeline, a movie clip can contain symbols
like buttons, graphics and even other movie clips.
• The two movie clips are named as ‘child’ and ‘parent’. The one
embedded or nested inside the other is called the ‘child’ of the
movie clip or document and the main movie clip is called the
‘parent’ movie clip.
• A link exists between nested symbols. The relationship between the
nested movie clips are sequential. This implies that the
modifications made to the parent timeline will affect the child.
However, the converse is not true.
• Buttons can be used in movie clip to move to a specific frame for
editing.
• An event is a software or hardware occurrence that requires a
response from a Macromedia Flash application.
• Movie clips can respond to user event such as mouse clicks and key
presses, as well as system-level event such as the initial loading of a
movie clip on the stage. In the Action Script, movie clip events can
be handled by either of the two ways, through event handler
methods and through onClipEvent() and on() event handler.
• The behaviors panel already contains some of these codes from
where you can directly add them.
• In order to attach an event handler you need to double-click on the
movie clip instance on the stage to bring it in focus, and then enter
the code in the actions panel. The code is attached to the movie clip,
and is reflected through the title of the actions panel.
• These events or movie clip events can be added in both the buttons
and movie clip.
Introduction to Flash 10
Program Name: B.sc (MGA)
Written by: Srajan
Structure:
6.0 Introduction
6.1 Unit Objectives
6.2 Importing Sound
6.3 UsingBehaviors to Load Sound
6.4 Adding Videos
6.5 Using the Flash Media Components
6.6 Summary
6.7 Key Terms
6.8 Questions and Exercises
6.9 Further Reading
6.0 INTRODUCTION
Apart from graphics and movie clips, you can also import sound files into
Flash. It is a simple process and is quite fast too.
Today, we also have web applications that synchronize video with
animation,textand graphics without having to program the same within
minutes. A suite of new streaming media tools provided in Macromedia Flash
MX 2004 Professional helps in programing sound and video files in Flash.
There is also the behaviors option in Macromedia Flash MX 2004 that
helps in connecting the media components to each other and other applications.
In this unit,you will learn how to add sound files to a web page.You will
also learn in detail how it is possible to manipulate the timeline of a video file
while it is being inserted into same Flash movie clip. You can also add the
pause, play, fast forward and fast rewind buttons just like any other regular
play head.
Subsequently, you will also learn how a video is added to Flash. The use of
the media component will also be discussed in detail in this unit..
Fig. 6.1 A Screenshot showing the process of importing sound file to Flash
2. Before you click on the ‘open’ option in the import to library dialogue
box, navigate to and select the sound file that you want to import.
After the file is imported to the Flash Document, it is stored in the Flash
library with its filename intact. A waveform appears in the library preview
when you select and click on the sound file. To listen to the sound file,
click on the ‘play’ button above the wave form and test the sound.
Introduction to Flash 10
Fig. 6.2 A Screenshot showing the Second Method of Importing a Sound
File into Flash
You can also import sound file to Flash by dragging the sound file from the
specific path to the stage or the timeline window or library panel in Flash. It
will automatically import the sound file to flash.
There are three ways of adding sound to Flash document. These are as follows:
1. Adding sound to the timeline
2. Lading sound from the library
3. Loading sound from outside
Adding sound to the timeline
1. In case the file has not been imported to the Flash document, the first
step is to import the sound file to the library.
2. The second step is to create a layer for the sound
3. These third step is to move to the sound layer and select the key frame
from there. The sound file will begin to play then key frame form there
4. Finally, select the new sound layer and drag the sound from the library
panel onto the stage. The sound will be added to current layer. You will
notice the sound waves appear in the current layer of the
timeline.However,the sound will not appear as an object on the stage.
3. After selecting this option, you will add it to that particular layer of
timeline.
Let us look at the other properties of sound that appear in the property
inspector upon selection of the frame that contain sound.
Upon selection of the sound option the other two options in this respect are
as follows:
1. Effects menu
The property inspector has several features to affect a frame in Flash.The
screenshot that follows displays the properties to this effect. The sound is
displayed in the sound menu for that frame. If you select the effects menu, the
list of effects will appear like left channel, rightchannel, fadein, fade
out,etc.The effects have been explained in detail as follows:
Introduction to Flash 11
Fig. 6.6TheProperty inspector Panel Showing Features of the Effect
Menu.
(a) None: The ‘none’ effect applies no effect to the sound file. You can
select this option to remove the previously effects
(b) Left/Right Channel:The left/right channel plays the sound in the left
or right channel only.
(c) Fade left to right/Fade right: The fade left to right/fade right to left
shifts the sound from one channel to the other.
(d) Fade in: This option gradually increases the volume of the sound over
its duration. This effect manages the gradual increase in sound.
(e) Fade out: The fade out effect gradually decreases the volume of the
sound over its duration. This effect manages the gradual decreases in
sound.
(f) Custom:The custom effect lets you create custom in and out points of
sound using the edit envelope option.
(g) Edit:The edit button on the right is used for editing the sound
manually, Both the Edit button and custom button open and edit
envelope dialogue box
Fig. 6.7A screenshot of the Edit Menu used for Editing the Sound
Manually
You can also manually adjust the sound effects. In order to select an effect to
apply to the sound, the edit envelope dialogue box is selected. There are three
options in the top panel the left channel, the bottom panel, and the right
panel.You need to click and drag on the envelope handles-the white squares –
to adjust the amplitude. You can add the envelope handle by clicking anywhere
on the line that joins the existing handles.
Fig. 6.8A screenshot of the ‘Time in’ and ‘Time Out’ options in the
Edit Envelope Options
c. Click on the zoom in or out buttons to display more or less of the sound
in the window.
d. Click on the seconds and frames buttons to switch the time units
between seconds and frames
e. Click on the play button to listen to the edited sound.
Introduction to Flash 11
2. Sync menu
Fig. 6.13 The Action script Panel in the Timeline with Loaded Sound file
Introduction to Flash 11
3. In the Action Script panel, enter and check the following information:
• My sound is the new sounds object that we have created.
• The code attach sound is the code which is used to attach sound.
• ‘Sound1’ is the identifier name given to the sound in linkage.
Loading sound from outside
Loading sound from outside mean loading sound from a specific path
1. In the timeline, select the key frame where sound is to be loaded and
open the action script panel
2. In the Action Script panel, enter and check the following information.
Fig. 6.16 The linkage Properties Dialogue box showing the Linkage
Menu.
3. After specifying the identifier name, select the export for Action Script
checkbox and Click on OK
4. Post selecting the export for Action scriptoption, sound can be loaded
into the Flash panel.
5. In the timeline, select the key frame where sound is to be loaded and I
then open the behaviors panel.
6. After the behavior panel opens, click on the add button. The menu bar
will drop down and drop the menu, select sound and then load sound
from the library.
Introduction to Flash 11
Fig. 6.17 A screenshot Showing the Drop Down Menu on the ‘Sound’
Option of the behavior Panel
7. The linkage identifier is entered into the ‘load sound from library’
dialogue box. A name is given to the instance as this behavior creates
an instance of the sound. It is typed into the identifier field
Fig. 6.18 The ‘Load Sound from Library ‘Dialogue Box showing the
Linkage ID of the Sound File
8. To automatically allow the sound to start playing when the movie loads
(otherwise, unchecked it), the ‘play this sound when loaded’ option has
to be kept checked.
9. Click on Ok.The behavior now appears in the behavior panel.
Fig. 6.19 The Behavior Panel Showing the sound File selected for
Playing Sound Along with the Movie
10. Select the key frame where the behavior is to be added and open the
Action Script panel to see the code
Introduction to Flash 11
Multimedia file have to be compressed and decompressed while importing
and exporting them to Flash. By default, Flash imports and exports video using
the Sorenson Spark codec. A codec is a compression/decompression algorithm
that is used to control compression and decompression of multimedia files
during import and export.
Sometimes while importing a file, Flash displays a warning message
indicating that the operation cannot be completed as the particular file formats
is not supported by the system. In some case, Flash may be able to import the
video but not the audio in a file.For example, audio is not supported for the
MPG/MPEG files as imported with Quicktime4.In such cases, you can import
the video without sound. However, Flash will display a warning message
indicating that the audio portion of the file cannot be imported.
The process of importing a video file is as follows:
1. Click on ‘File’, click on ‘Import’, and then select ‘Import video’.
2. In the import dialogue box, move the cursor to the video file. And click
on the open option
3. Clicking on the Video import wizard option. The video import wizard
option provides a streamlined for importing video to a Flash document.
The wizard lets you choose wheatear to import a video clip as an
embedded or a linked file. The process of importing videos using the
wizard involves three steps:
a. Selecting video file in video import wizard (First step)
b. Embedding file (Second step)
c. Finishing video import (Third step)
Fig. 6.22 The Video Import Wizard Showing the Process of Importing
Videos(First step)
Fig. 6.24 The Video Import Wizard Completing the Process of Importing
a Video (Third Step)
Introduction to Flash 12
7. After completing the last step, click on the ‘finish’ option to import the
video. The video will then appear in the library.
Fig. 6.30 A screenshot Showing the Library Option with an Encoded Video
Clip File in it.
In case the video clip is imported to the stage than the library, a warning
message will appear on screen. A warning message will also appear on screen
if the number of frames of the video clip exceeds the number in the current
timeline. In case you click on the ‘yes’ option, you will be able to insert the
required number of frames. If you select the ‘No’ option, the video frames will
appear outside the current timeline and will not be displayed in the movie.
The video can be added to the stage from the library by being dragged like
any other object. A warning message appears if the video exceed the current
number of frames in the timeline.
Introduction to Flash 12
5. In the URL field, if the movie is at the same location as your Flash
document. You need to enter the location of the movie such as
‘movie.flv’.To stream a movie from a website, enter the file’s
URL…
The play bar is used to define the length of the video. In the play bar,
you need to enter the videos length into the video length field. Check
milliseconds in the play bar to use milliseconds. Uncheck this box to
use the frames per second field.
To customize how the control should appear and function, set the
option to automatically play or any other option.
For testing the movie and rendering the file, you need to move your
mouse over the bottom of the playback window in the rendered file.
When you will move your mouse, the controls will appear, letting you
play,pause,stop and adjust the volume.
5.4 SUMMARY
• The process of importing a sound file to Flash and also the process
of adding sound to the timeline
• The various effects included under the effects menu.
• The edit envelope option that is used editing sound files.
• The synchronization of sound with the movie is very important. To
synchronize sound with the movie, you have to select the sync
menu. Depending on how you want the sound to play in the
timeline, you can select different sync option in different frames.
• The process of loading sound from the library
• Videos can be imported by coding as well as by behaviors,
Behaviors save the user from coding, etc..,as the behaviors panel,
have several pre-built script for controlling the sound objects in a
movie
• The use of Flash media component to add a movie or an mp3 to
pre-configured playback window and the three components, media
display, media controller, and media playback were also discussed
briefly.
Introduction to Flash 12
UNIT 7 PUBLISHING FLASH MOVIES
Program Name: B.sc (MGA)
Written by: Srajan
Structure:
7.0.Introduction
7.1 Unit Objectives
7.2 Publishing Flash movies
7.2.1 Publishing Flash Movies for Web Use
7.2.2 Publishing Flash Movies for CD-ROMs
7.3 Flash and HTML
7.4 Evaluating Download Performance
7.5 Summary
7.6 Key Terms
7.7 Questions and Exercises
7.8 Further Reading.
7.0 INTRODUCTION
Publishing Flash animation and making it work on a server is the most
widely done activity among flash users. There is no point in being able to
create great flash movies if you cannot publish the movie on the web and resize
the movie to its correct dimensions.
In this unit you will learn about the group of files that are created as a
part of the publishing process and goes through the steps that you need to know
in order to get your Flash movie onto a web page or into other formats.
You will also learn to detect the Flash player and publish your Flash
movie on the Internet. Flash movies are contained in HTML pages. Flash will
help you make the necessary HTML pages when publishing. The unit will also
explain the process of evaluating download performance.
7.1 OBJECTIVES:
After going through this unit, you will be able to:
• Understand the concept of publishing Flash movies
• Describe how to publish movies for web use
• Describe how to publish movies for CD-ROMS
• Understand how to use Flash objects in HTML pages
• Understand the process of evaluating download performance
Fig. 7.1 The Property Inspector Dialogue Box Showing the Publish
Settings Window
Introduction to Flash 12
The above screenshot shows the publish settings window in the property
inspector dialogue box. The first tab of the dialogue box, Formats, lets you
select the medium for which you are publishing.
After you select an option as per the requirement, the other related tabs in the
dialogue box become available. For example, if you select Quick Time, the
Quick Time tab appears which lets you enter the playback settings for a Quick
Time flash movie.
For example, in the preceeding screenshot, we selected Flash and HTML
and after the selection, the respective tabs were shown. Click on the tab to see
its options.
The folder option next to each of the selected formats helps to change the
location where your files will be saved. This opens a destination dialogue,
which you can use to navigate to the folder where you want to keep your final
files.
Finally, after the option is selected, click on the ‘publish’ button to
export the final files. Otherwise, click on OK to save your settings and return to
the Flash document.
HTML settings
HTML is the language in which most web pages are written. You must
have noticed in your simple web pages that there is always an option of
HTML mode to the document. The HTML tab of the publish settings
dialogue box has a number of settings that control the way the Flash
movies is shown.
After you select the HTML tab, various options appear as follows:
Fig. 7.3A Screenshot of the Templates under the HTML Tab on Publish
Settings
a. Flash for Pocket PC 2003:This tag creates an HTML page that can
display a Flash movie in Pocket Internet Explorer (IE), as well as in
the desktop versions of IE and Netscape. You need to keep in mind
that the users of pocket PC are still limited to the Flash Player 6
version.
b. Flash HTTPS: The templates of HTML and Flash Only are nearly
identical. The only difference with Flash HTTPS templates is that
the download locations for the ActiveX control and plug-in page
use ‘https;//’ instead of ‘http;//’. If you are loading your Flash
movie(.swf file) from a secure URL and page, it is recommended
that any and all URLs as well. A secure URL always starts with
‘https;//’.
c. Flash only: It creates a basic HTML page with the tags that embed
the Flash movie. It doesn’t include any plug-in detection as in the
case of Flash HTTPS.
d. Flash with AICC tracking: This tag is used in case the movies are
created using components from the Learning Interactions Library
and that need to comply with the AICC training guidelines.
e. Flash with FSCommand: This tag enables you to communicate
with Java Script in your HTML pages. Hence, it should be selected
if you have included the fscommand() action in your movie.
f. Flash with named anchors: This tag should be selected if you
have included named anchors in your main timeline.
g. Flash with SCORM tracking: This tag enables compatibility with
SCORM training guidelines. This option can also be used for
movies that are created using components from the Learning
Interactions Library.
h. Image Map: It creates an image map from a frame in the Flash
document.
i. Quick Time: It creates an HTML page with the tags needed to
display Quick Time Flash movies. Quick Time Files are supported
by different Flash versions. If you are publishing a Quick Time
Flash movie, you should decide which quick Time players are most
likely to be in use and then, on the Flash tab, select the version of
Flash that those players support.
2. Delete Flash version:As we have seen above, various files need
Flash version support. Therefore, the option of detect Flash is used
Introduction to Flash 12
to add version detection to the Flash content. Select the check box
and click on the settings button to open the version detection
dialogue box. The detect Flash version creates a flash detection.swf
movie along with several HTML files to direct the users to the
appropriate content on the site.
The screenshot that follows stands for the version detection
settings. The version settings box includes the following options:
Introduction to Flash 13
b. Opaque windowless: This option enables to have an opaque
background to the Flash movie.
c. Transparent windowless: This option enables you to set “no
background” for the Flash movie.
7. HTML alignment: Similar to the align attribute of the <img> tag
in an HTML document, HTML alignment is used with the align
attribute of the Flash movie. The options for settings are as follows:
a. Default: This option is set by default. It left justifies the Flash
movie in the browser window. In case the browser window is
smaller than a Flash movie that uses a pixel or matches the
movie dimension setting, the Flash movie will be cropped.
b. Left, right, top and bottom: These options are used to align
the Flash movie along the left, right, top, or bottom edge of the
browser window, respectively.
8. Scale:This setting works in continuation with the dimension setting.
This option helps to determine how the Flash movie gets displayed
on the HTML page. It may modify the Flash movie to fit the area as
prescribed by the dimensions settings. The options for scale settings
are as follows:
a. Default (show all): Without distorting the original aspect ratio
of the Flash movie, this option helps to fit the entire Flash
movie into the area defined by the dimension settings. However,
borders may appear on two sides of the Flash movie.
b. No border: Without leaving borders, this option forces the
Flash movie to fill the area as defined by the dimensions
settings.The aspect ratio of the Flash movie is not distorted or
stretched.
c. Exact fit: This option stretches a Flash movie to fill the entire
area defined by the dimensions setting.
d. No scale: This option prevents the Flash movie from scaling
beyond its original size as defined in the document properties
dialogue box.
9. Flash alignment: This setting defines the appearance of the Flash
file on the HTML page. This setting is used to adjust the alignment
of the Flash movie in the HTML page. This setting has the
following options:
a. Horizontal: The left, center and right options determine
whether the Flash movie is horizontally aligned to the left,
centre or right of the dimensions area.
b. Vertical: The top, center and bottom options determine whether
the Flash movie is vertically aligned to the top, center or bottom
of the dimensions area.
Flash settings
The .SWF format is the primary and default publishing format
of Flash documents in the Flash movie. Only Flash movie
retains full support for Flash actions and animations. In order to
control the way a Flash movie is shown, the Flash tab of the
publish settings dialogue box has a number of settings.
Introduction to Flash 13
e. Compress movie: This option is use to only compress the Flash
player 6 or Flash player 7 movie. When this option is checked, the
size of the text or action script-heavy Flash movie is greatly
reduced. However, you may see little or no size difference in
other Flash elements such as art work and sounds. Compression
cannot be used on Flash 5 or earlier movies.
20. Password: This option is activated after you select the debugging
permitted option. Post selection, you can enter a password to access a
debugger panel. Since you can debug movies over a live internet
connection, incase you want to debug a remote Flash movie you
should always enter a password. Flash will prompt you for a
password even if the debugging permitted option is left unchecked
while accessing the debugger panel remotely. Simply press the ’enter’
key when this prompt appears if you leave this field blank.
21. JPEG quality: This slider and text field option specifies the level of
JPEG compression applied to a bitmapped art work in the Flash
movie. The value ranges between 0 to 100. Less compression is
applied to higher values so that more information of the original
bitmap can by preserved where as more compression is applied to
lower values and hence less information is preserved. The value
entered here is applicable to all bitmaps that enable the document
default quality option to be used which can be assessed in the bitmap
properties dialogue box foe each bitmap in the documents library
panel. Unlike the audio setting, there is no ‘override’ option to
disregard the settings in the library.
22. Audio stream: This option is used to display the current audio
compression scheme for streaming audio. To control the compression
as applies to sounds, you have to click the ‘set’ button that uses the
stream sync setting in the sound area of the property inspector (when
a sound key frame has focus). Like the JPEG quality option dicussed
previously, this compression value is applied to stream sounds that
use the default compression in the export settings section of each
audio files sound properties dialogue box in the documents library.
23. Audio event: This setting behave exactly the same way as the audio
stream option, except that this compression setting is applicable to the
default compression enabled event sounds. Figure C9 shows a You
Tube web page that has been designed in Flash.
CHECK
CHECK YOUR
YOUR PROGRESS
PROGRESS
1. List the various media used
1. List the various media used for for the delivery of a Flash
the delivery movie.
of a Flash movie.
2. What is the isuse
2. What theofuse
theofpublish setting
the publish command?
setting command?
3. List
3. the
List Flash
the Flashfiles files
generated
generatedwhile using
while the thepublish
using publish setting
setting
command.
command.
4. What are theare
4. What twotheoptions of publishing
two options a Flash
of publishing file? file?
a Flash
5. List
5. the
Listtabs
the require to display
tabs require a Flash
to display movie
a Flash in aninhtml
movie pagepage
an html in
publish setting.
in publish setting.
6. List
6. the
Listsettings in theinFlash
the settings tab under
the Flash the publish
tab under setting.
the publish setting.
7. What
7. What is the command used to publish a Flashto movie
is the command used to publish a Flash movie the web.to the
8. List the
web.tags that are included in an HTML template.
8. List the tags that are included in an HTML template.
9. What is playback? What are the various options included
under it?
Introduction to Flash 133
7.2.2 Publishing Flash movies for CD-ROMs
Introduction to Flash 13
Fig 7.7 A screenshot showing the Coding Process by which Flash is
added in HTML
The above screenshot shows the coding by which Flash is added in
HTML, using the object and embed code. There are various parameters that are
to be considered for adding Flash. These parameters are as follows:
1. Object tag:The object tag is the opening tag. All other codes or
tags are return inside this tag. We can say that the object tag is the
parent tag and other tags are child tags.
2. Class ID: An identification code is required to add Flash to
HTML. The class ID is the unique ActiveX Identification code. If
you insert the <object> tag manually in a text editor, Make sure to
copy this lengthy ID string accurately.
3. Code base: It is used to specify the location of the ActiveX control
installer file as a URL. If the user does not have ActiveX control
installed in his /her system then internet explorer automatically
downloads the control from this URL.
Introduction to Flash 13
Fig. 7.8Ascreenshot Showing the Coding Process for Background
Colour
Introduction to Flash 13
.
Fig. 7.11A screenshot showing the Third Frame on the Bandwidth Profiler
Each frame is laid side by side under the timeline header by the bandwidth
profiler in availability of second mode. The frame by frame graph enables you
to detect more easily which frames are contributing to streaming delays even
though the streaming graph enables you to see the real time performance of a
flash movie. For any given connection speed, the frame block goes beyond the
red line of the graph and then the flash player halts playback until the entire
frame downloads.
You can also simulate downloading the movie into a browser window by
selecting simulate download from the view menu. When you simulate
downloading the movie the state information on the left side of the window
tracks how much of the movie has been loaded.
7.5SUMMARY
• Flash files can
be published on the web as well as on the HTML page. The delivery
media for this can be the web, a CD-ROM(or floppy disk), or a quick
time flash movie. Publish setting command is used to publish a flash
document .
• The flash player
can generate various files depending on the options you specify in the
publish setting dialogue box
• For using a
flash movie for web use, you need to select flash or HTML for
publishing a file for web use.
• The HTML tab
of the publish settings dialogue box has a number of settings that
Introduction to Flash 14
• Publish setting command: A command that is used to publish a
flash document to the web. In the publish setting command, You
need to select the publish file formats and file format settings.
• HTML: Hyper text Markup language, a web designing language in
which most of the web pages are written.
• Object tag: A tag for adding flash to HTML manually. The object
tag is used for internet explorer on windows.
• Embed tag: A tag for adding flash to HTML manually. It is used
for Netscape on windows and Mac, and for internet explorer on
Mac.
8.0 INTRODUCTION
In flash, a symbol is required to animate an object and the most
frequently used symbol is a movie clip. These symbols are used for creating a
tweened animation.
Other than it being required for animation, a movie clip also has other
properties that have become considerably useful to Flash users. These clips
have their own multilayer timeline that operates independent of the normal
Flash movie timeline. Movie clips are independent little movies that can be
inserted into the main Flash movie. Not only this, movie clips can hold
animations, buttons, sounds, and interactivity.
Buttons are a special type of symbol that contains four frames. Each
frame of a button symbol represents a different ‘state’ of the button. These four
states define how the button is to behave differently on screen when the mouse
is rolled over it or when the user clicks on the button. In this unit, you will
Introduction to Flash 14
study how to create a basic button, in addition to adding behaviors to buttons,
creating movie clips and dividing files into multiple SWF.
Fig. 8.1 The Convert to Symbol Panel used for Creating a Button
Visually, a button behaves the way the mouse is rolled over it or on the
click of the button by the user. When the object is ready to be edited, it will
take you to the editing mode. In the editable mode, the timeline shows the four
states of the button. These are as follows:
a. Up: Any element placed in the up key frame will be associated with
the button as it appears on the stage when it is present but not
activated by any mouse interaction.
b. Over:Any element placed in the over key frame will be associated
with the button when the mouse rolls over it on the stage, but as
soon as the mouse rolls off the button it will revert to its up state.
c. Down:Any element placed in the down key frame will be
associated with the button only when the mouse is over it and
clicked and held down. As soon as the mouse is released, the button
will revert to its over state.
d. Hit: The hit key frame is actually never visible on the stage, but
instead defines the area of the button that is sensitive to the mouse.
Whenever the shape present on this frame, it will be considered as a
part of the button’s hit area.
An instance of the button symbol on the stage is used to assign actions to
the instance and to make a button interactive. While doing so, the actions to the
instance of the button in the document are placed and assigned; however, these
are not assigned to the frames in the button’s timeline.
Fig. 8.7 The ‘Go URL’ Pop us Opened on the Behavior Panel
5. The behavior appears in the behavior panel.
Fig. 8.9 The Event Column Showing its Drop Down Menu the
Behavior Panel
7. The screenshot shown below is of the Action Script Flash inserted
when you add behaviors to the button. Select the button on the stage
and open the actions panel:
Introduction to Flash 14
Fig. 8.10 A Screenshot Showing a Code Attached to the Button
Instance
The proceeding screenshot shows the code attached to the button
instance. This code is for moving to a particular link. This particular code is
very simple; it tells Flash to go to the particular link.
The coding involved in behaviors is quite easy in Flash. You can write
the code manually for the button in the Action Script panel, without using
behavior. You have to just select the button, open the Action script and start
writing the code.
For testing how the above behavior will work, click on the button.
Similar to buttons, you can also add interactivity to the movie clip. The
process of adding interactivity to a movie clip is the same as that of adding to a
button, whether one is adding interactivity through using behaviors or by
writing it in the Action Script panel.
Introduction to Flash 14
8.5 DIVIDING FILES INTO MULTIPLE SWF FILES
Multiple SWF files can be loaded into a single SWF file in Flash. The loading
option calls the files from the specific path. So instead of creating a huge single
SWF, one can divide it into multiple SWF files and call it into a single file.
This feature helps in reducing the size of the frame.
The process of calling an SWF file into another SWF file is as follows:
1. To divide these files, you need to create a key frame in the timeline.
Next, you need to open the Action Script panel.
2. After you have opened the Action Script panel, locate the load
movie action in the browser/network group. Next, double-click on
the action frame to add it to the script panel. Alternatively, you can
type loadMovie() directly into the script panel too.
Fig. 8.12 The Process of Calling one SWF File into Another
3. there are three parameters in the loadMovie() action—URL, target,
and method. Only the first two are required to load the movie. URL
is the location of the external SWF file you are inserting and target
refers to the object into which you want to load the external file.
4. To check whether the movie is loaded or not, render or publish the
file.
Flash also allows movie clips to be exported from the library to create
individual SWF file. For exporting flash movie clips, you need to
perform the following steps:
1. Locate the movie clip in the library.
2. Right-click on the movie clip and click on Export SWF
8.6 SUMMARY
• Movie clips are a fundamental part of Flash movies. Movie clips can
help you to manage your content within the movie and also allow
several different elements to play at staggered times.
• You learned that buttons provide you with the essential ability to
navigate a movie and perform other actions. You can use these objects
Introduction to Flash 15
for performing various activities like loading external movies, stopping
sounds, etc.
• You understood that buttons are actually four-frame interactive movie
clips, i.e., button symbols have a timeline limited to four frames. Each
frame of a button symbol represents a different ‘state’ for the button.
• The labeling of these states is on the basis of the four directions and
user interaction. Hence they are labeled as up, over, down, and hit.
Each of these button states can be defined with graphics, symbols and
sounds.
• The unit described that when creating a button, remember to create an
object. An object desired for creation in a stage can be normal text or a
simple rectangle or an image, etc. After creating an object, open the
convert to symbol panel, which is used to create a symbol.
• Behaviors are prewritten action script scripts that you add to an object
to control that object. With the use of behaviors you can add the power,
control, and flexibility of an Action Script coding to your document
without having to create the Action Script code.
• Movie clips are small part of the movie, or you can say they are movies
within a movie. Each movie clip is independent of the main timeline.
• Several movie clip when added together create nested movie clips, i.e.,
you can add movie clips within other movie clips and buttons to create
nested movie clips.
• An animation can be converted into a movie clip.
• Adding interactivity in the movie clip is an important procedure. The
procedure for adding interactivity to movie clip is the same as that of a
button or a graphic symbol.
• The navigation creation on a Flash movie, the use of movie clip events
and the process of importing sounds and video, are important aspects of
navigating a movie in Flash etc. A huge single SWF file can be divided
into multiple SWF files and later be called a single file.
• Multiple SWF files can be loaded into a single SWF file in Flash. The
loading option calls the files from the specific path. So instead of
creating a huge single SWF file, one can divide it into multiple SWF
files and call it in the single single. This features helps in reducing the
size of a frame.
• Nested movie clips: Creation of a movie clip inside another movie clip.
Each movie clip has its own timeline and can function independently.
• SWF: A file format. Earlier SWF used to stand for ‘Small Web
Format’ which was later changed to ‘Shockwave Flash’ by
Macromedia, and then again changed back to ‘Small Web Format’.
• Buttons: A type of symbol used in Flash. Buttons provide the essential
ability to navigate a movie and perform other actions.
• Behaviors: Prewriting Action Script scripts that you add to an object to
control that object.
Introduction to Flash 15
Introduction to Flash 153