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Flash-CS6-Level-2

The document outlines the features and functionalities of Adobe Flash CS6, focusing on animation techniques such as motion tweens, classic tweens, shape tweens, and frame-by-frame animation. It also discusses the importance of frame rates, the organization of layers in animations, and the distinction between vector and bitmap graphics. Additionally, it covers drawing modes and graphic objects, emphasizing the differences between Merge Drawing mode and Object Drawing mode.
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© © All Rights Reserved
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0% found this document useful (0 votes)
4 views

Flash-CS6-Level-2

The document outlines the features and functionalities of Adobe Flash CS6, focusing on animation techniques such as motion tweens, classic tweens, shape tweens, and frame-by-frame animation. It also discusses the importance of frame rates, the organization of layers in animations, and the distinction between vector and bitmap graphics. Additionally, it covers drawing modes and graphic objects, emphasizing the differences between Merge Drawing mode and Object Drawing mode.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Adobe Flash CS 6 Level 2

Topics:
• Vectors ,Shapes and
Graphics
• Layers
• Gradient
• Text
FLASH CS6
Note:
Like most things in Flash, animation does not Types of animation
require any ActionScript. provides several ways to create animation and special effects. Each
However, you can create animation with Action- method provides you with different possibilities for creating
Script if you choose. engaging animated content.

Flash supports the following types of animation:

Motion tweens
Use motion tweens to set properties for an object, such as position
and alpha transparency in one frame and again in another frame.
Flash then interpolates the property values of the frames in
between. Motion tweens are useful for animation that consists of
continuous motion or transformation of an object. Motion tweens
appear in the Timeline as a contiguous span of frames that can be
selected as a single object by default. Motion tweens are powerful
and simple to create.

Classic tweens
Classic tweens are like motion tweens, but are more complex to
create. Classic tweens allow for some specific animated effects not
possible with span-based tweens.
Inverse Kinematics poses (deprecated with Flash Professional CC)
Inverse kinematic poses allow you to stretch and bend shape
objects and link groups of symbol instances to make them move
together in naturalistic ways. Once you have added bones to a
shape or a group of symbols, you can change the position of the
bones or symbols in different keyframes. Flash interpolates the
positions in the in-between frames.

Shape tweens
In shape tweening, you draw a shape at one specific frame in the
Timeline, and change that shape or draw another shape at another
specific frame. Flash Pro then interpolates the intermediate shapes
for the frames in between, creating the animation of one shape
morphing into another.

Frame-by-frame animation
This animation technique lets you specify different art for each
frame in the Timeline. Use this technique to create an effect that is
like the frames of a film being played in rapid succession. This
technique is useful for complex animation where the graphic
elements of each frame must be different.

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FLASH CS6

About frame rates


The frame rate, the speed the animation is played at, is measured
in number of frames per second (fps). A frame rate that’s too slow
makes the animation appear to stop and start; a frame rate that’s
too fast blurs the details of the animation. A frame rate of 24 fps
is the default for new Flash documents and usually gives the best
results on the web. The standard motion‑picture rate is also 24 fps.

The complexity of the animation and the speed of the computer


playing the animation affect the smoothness of the playback. To
determine optimum frame rates, test your animations on a variety
of computers.

Because you specify only one frame rate for the entire Flash Pro
document, set this rate before you begin creating animation.

Identifying animations in the Timeline

Flash Pro distinguishes tweened animation from frame-by-frame


animation in the Timeline by displaying different indicators in each
frame that contains content.

The following frame content indicators appear in the Timeline:

A span of frames with a blue background indicates a motion tween.


A black dot in the first frame of the span indicates that the tween
span has a target object assigned to it. Black diamonds indicate the
last frame and any other property keyframes. Property keyframes
are frames that contain property changes explicitly defined by
you. You can choose which types of property keyframes to display
by right-clicking (Windows) or Command-clicking (Macintosh) the
motion tween span and choosing View Keyframes > type from the
context menu. Flash displays all types of property keyframes by
default. All other frames in the span contain interpolated values
for the tweened properties of the target object.

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FLASH CS6
About layers in A hollow dot in the first frame indicates that the target object of
the motion tween has been removed. The tween span still contains
tweened animation its property keyframes and can have a new target object applied to
it.
Each scene in a Flash Pro document
can consist of any number of Timeline
layers. Use layers and layer folders to
organize the contents of an animation
sequence and separate animated
objects. Organizing them in layers and A span of frames with a green background indicates an inverse
folders prevents them from erasing,
connecting to, or segmenting each
kinematics (IK) pose layer. Pose layers contain IK armatures and
other when they overlap. To create poses. Each pose appears in the Timeline as a black diamond. Flash
animation that includes tweened interpolates the positions of the armature in the frames in be-
movement of more than one symbol or tween poses.
text field at once, place each object on
a separate layer. You can use one layer
as a background layer to contain static
artwork and use additional layers to
contain one separate animated object.
A black dot at the beginning keyframe with a black arrow and blue
When you create a motion tween, background indicates a classic tween.
Flash Pro converts the layer containing
the object you selected to tween into
a tween layer. The tween layer has a
tween icon next to the layer name in
the Timeline.
A dashed line indicates that the classic tween is broken or
If other objects are present on the
same layer as the tweened object, Flash
incomplete, such as when the final keyframe is missing.
Pro adds new layers above or below the
original layer as needed. Any objects
that existed below the tweened object
on its original layer move to a new layer
below the original layer. Any objects
that were above the tweened object
A black dot at the beginning keyframe with a black arrow and a
on its original layer move to a new light green background indicates a shape tween.
layer above the original layer. Flash
Pro inserts these new layers between
any pre-existing layers in the Timeline.
In this way Flash Pro preserves the
original stacking order of all the graphic
objects on the Stage. A black dot indicates a single keyframe. Light gray frames after a
single keyframe contain the same content with no changes. These
A tween layer can contain only tween frames have a vertical black line and a hollow rectangle at the last
spans (contiguous groups of frames frame of the span.
containing a tween), static frames,
blank keyframes, or empty frames. Each
tween span can contain only a single
target object and an optional motion
path for the target object. Because you
cannot draw in a tween layer, create
additional tweens or static frames on

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FLASH CS6
other layers and then drag them to the A small a indicates that the frame is assigned a frame action with
tween layer. To place frame scripts on a the Actions panel.
tween layer, create them on
another layer and drag them to the
tween layer. A frame script can only
reside in a frame outside the motion
tween span itself. In general, it is best
to keep all frame scripts on a separate A red flag indicates that the frame contains a label.
layer that contains only ActionScript.

When a document has several layers,


tracking and editing the objects on
one or more of them can be difficult.
This task is easier if you work with the A green double slash indicates that the frame contains a comment.
contents of one layer at a time. To hide
or lock layers you are not currently
working on, click the Eye or Lock icon
next to the layer name in the Timeline.
Using layer folders can help you
organize layers into manageable A gold anchor indicates that the frame is a named anchor.
groups.

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FLASH CS6

About drawing
The drawing tools in Adobe® Flash® Professional let you create
and modify lines and shapes for the artwork in your documents.
The lines and shapes you create in Flash Professional are all
lightweight vector graphics, which help keep your FLA file size
small.

Before you draw and paint in Flash Professional, it is important to


understand how Flash Professional creates artwork, and how
drawing, painting, and modifying shapes can affect other shapes
on the same layer.

Vector and bitmap graphics


Computers display graphics in either vector or bitmap format.
Understanding the difference between the two formats helps you
work more efficiently. Using Flash Professional, you can create and
animate compact vector graphics. Flash Professional also imports
and manipulates vector and bitmap graphics that were created in
other applications.

Vector graphics
Vector graphics describe images by using lines and curves, called
vectors, that also include color and position properties. For
example, the image of a leaf is described by points through which
lines pass, creating the leaf’s outline. The color of the leaf is
determined by the color of the outline and the color of the area
enclosed by the outline.
When you edit a vector graphic, you modify the properties of the
lines and curves that describe its shape. Move, resize, reshape, and
change the color of a vector graphic without changing the quality
of its appearance. Vector graphics are resolution independent; that
is, they can be displayed on output devices of varying resolutions
without losing any quality.

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FLASH CS6

Bitmap graphics
Bitmap graphics describe images using colored dots, called pixels,
arranged in a grid. For example, the image of a leaf is described by
the specific location and color value of each pixel in the grid,
creating an image in much the same manner as a mosaic.

When you edit a bitmap graphic, you modify pixels rather than lines
and curves. Bitmap graphics are resolution dependent, because
the data describing the image is fixed to a grid of a particular size.
Editing a bitmap graphic can change the quality of its appearance.
In particular, resizing a bitmap graphic can make the edges of the
image ragged as pixels are redistributed within the grid. Displaying
a bitmap graphic on an output device that has a lower resolution
than the image itself also degrades its quality.

Paths
Whenever you draw a line or shape in Flash, you create a line called
a path. A path is made up of one or more straight or curved
segments. The beginning and end of each segment is denoted by
anchor points, which work like pins holding a wire in place. A path
can be closed (for example, a circle), or open, with distinct end-
points (for example, a wavy line).
You change the shape of a path by dragging its anchor points, the
direction points at the end of direction lines that appear at anchor
points, or the path segment itself.
Components of
a path
A. Selected (solid) endpoint
B. Selected anchor point
C. Unselected anchor point
D. Curved path segment
E. Direction point
F. Direction line.

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FLASH CS6
Paths can have two kinds of anchor points: corner points and
smooth points. At a corner point, a path abruptly changes direc-
tion. At a smooth point, path segments are connected as a contin-
uous curve. You can draw a path using any combination of corner
and smooth points. If you draw the wrong type of point, you can
always change it.

Points on a path
A. Four corner points
B. Four smooth points
C. Combination of corner and smooth
points.

A corner point can connect any two straight or curved segments,


while a smooth point always connects two curved segments.

Note: Don’t confuse corner and smooth


points with straight and curved segments.

A path outline is called a stroke. A color or gradient applied to an


open or closed path interior area is called a fill. A stroke can have
weight (thickness), color, and a dash pattern. After you create a
path or shape, you can change the characteristics of its stroke and
fill.

Direction lines and direction points


When you select an anchor point that connects curved segments
(or select the segment itself), the anchor points of the connecting
segments display direction handles, which consist of direction lines
that end in direction points. The angle and length of the direction
lines determine the shape and size of the curved segments.
Moving the direction points reshapes the curves. Direction lines
don’t appear in the final output.

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FLASH CS6

A smooth point always has two direction lines, which move


together as a single, straight unit. When you move a direction line
on a smooth point, the curved segments on both sides of the point
are adjusted simultaneously, maintaining a continuous curve at
that anchor point.
In comparison, a corner point can have two, one, or no direction
lines, depending on whether it joins two, one, or no curved
segments, respectively. Corner point direction lines maintain the
corner by using different angles. When you move a direction line
on a corner point, only the curve on the same side of the point as
that direction line is adjusted.

Direction lines are always tangent to (perpendicular to the radius


of) the curve at the anchor points. The angle of each direction line
determines the slope of the curve, and the length of each direction
line determines the height, or depth, of the curve.

Moving and resizing direction lines


changes the slope of curves.

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FLASH CS6

Note: In Flash Professional, graphic objects


Drawing modes and graphic objects
are items on the Stage. Flash lets you move,
copy, delete, transform, stack, align, and group In Flash Professional, you can create several different kinds of
graphic objects. “Graphic objects” in Flash are graphic objects by using different drawing modes and drawing
different from “ActionScript objects,” which tools. Each kind has its own advantages and disadvantages. By
are part of the ActionScript® programming
understanding the capabilities of the different graphic object
language. Do not confuse the two uses of
the term “objects.” For more information on types, you can make good decisions about which types of objects
objects in the to use in your work.
programming language, see About Data Types
in Learning ActionScript 2.0 in Adobe Flash, or Merge Drawing mode
Data types in the ActionScript 3.0 Developer’s
The default drawing mode automatically merges shapes that you
Guide.
draw when you overlap them. When you draw shapes that overlap
each other in the same layer, the top-most shape cuts away the
part of the shape underneath it that it overlaps. In this way,
drawing shapes is a destructive drawing mode. For example, if you
draw a circle and overlay a smaller circle on top of it, and then
select the smaller circle and move it, the portion of the second
circle that overlaid the first circle is removed.

When a shape has both a stroke and a fill, they are considered
separate graphic elements that can be selected and moved
independently.

Enter Merge Drawing


mode
• Select the Merge Drawing option in
the Tools panel.
• Select a drawing tool from the
Tools panel and draw on the Stage
Note: By default, Flash Professional uses the
Merge Drawing mode.

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FLASH CS6
Object Drawing mode
Creates shapes referred to as drawing objects. Drawing objects are
separate graphic objects that do not automatically merge together
when overlaid. This lets you overlap shapes without altering their
appearance if you move them apart, or rearrange their appearance.
Note: Set preferences for contact sensitivity Flash Professional creates each shape as a separate object that you
when selecting shapes created using the Object
Drawing mode. can individually manipulate.

Enter Object Drawing


mode
• To draw shapes using Object
Drawing mode, you must explicitly
enable it.
• Select a drawing tool that supports
Object Drawing mode (the Pencil,
Line, Pen, Brush, Oval, Rectangle,
and Polygon tools).
• Select the Object Drawing button

from the Options category of


the Tools panel, or press the J key
to toggle between the Merge and
Object Drawing modes. The Object
Drawing button toggles between
the Merge and Object Drawing
modes. You can set preferences for
contact sensitivity when you select
shapes created with Object Draw-
ing mode.
• Draw on the Stage.
Convert a Merge Drawing mode
created shape to an Object Drawing
mode shape
• Select the shape on the Stage.
• To convert the shape into an Object
Drawing mode shape, select Modify When a drawing tool is in Object Drawing mode, the shapes you
> Combine Objects > Union. After create with it are self-contained. The stroke and fill of a shape are
conversion, the shape is treated not separate elements, and shapes that overlap do not alter one
like a vector-based drawing object
another. When you select a shape created using Object Drawing
that does not alter its appearance
by interacting with other shapes. mode, Flash Professional surrounds the shape with a rectangular
bounding box to identify it.
Note: To join two or more shapes into a single,
object-based shape, use the Union command.

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FLASH CS6

Primitive objects
Primitive objects are shapes that let you adjust their characteristics
in the Property inspector. You can precisely control the size,
corner radius, and other properties of the shape at any time after
you have created it without having to draw it from scratch.

Overlapping shapes
When you draw a line across another line or painted shape in
Merge Drawing mode, the overlapping lines are divided into seg-
ments at the intersection points. To select, move, and reshape each
segment individually, use the Selection tool.

When you paint on top of shapes and lines, the portion underneath
is replaced by whatever is on top. Paint of the same color
merges together. Paint of different colors remains distinct. To
create masks, cutouts, and other negative images, use these
features.

For example, the following cutout is made


by moving the ungrouped kite image onto
the green shape, deselecting the kite, and
then moving the filled portions of the kite
away from the green shape.
Making a cutout with the kite image.
To avoid inadvertently altering shapes
and lines by overlapping them, group the
shapes or use layers to separate them.

25
FLASH CS6

Text Layout Framework (TLF)


LF text, introduced in Adobe Flash Professional CS5, enables you to
add text to a FLA file using a new text engine called the Text
Layout Framework (TLF). TLF supports a wider array of rich text
When creating text, it is important to layout features and fine control of text attributes. TLF text allows
understand the following: greater control of text than the previous text engine, now called
“classic text.”
• TLF text is the default text type in
Flash Professional.
• There are two types of TLF text
Compared to classic text, TLF text provides additional charac-
containers: point text and area ter styles, including leading, ligatures, highlight color, underline,
text. A point text container’s strikethrough, case, digit case, and more. It also includes additional
size depends solely on the text paragraph styles, including multicolumn support with gutter width,
it contains, whereas an area text last-line justification options, margins, indents, paragraph spacing,
container’s size is independent
of the amount of text it contains.
and container padding values.
Point text is the default. To change
a point text container to area text, Using TLF text, you can control additional Asian text attributes,
resize it with the Selection tool or including Tate Chu Yoko, Mojikumi, Kinsoku Shori, and Leading
double-click the small circle at the model. You can also apply attributes such as 3D rotation, color
bottom right of the container’s
bounding box.
effects, and blend modes to TLF text without placing it in a movie
• TLF text requires that you specify clip symbol.
ActionScript 3 and Flash Player 10
or later in the publish settings of TLF text can flow across multiple text containers. These containers
your FLA file. For more information, are called threaded or linked text containers. It enables you to
see the section titled Publish
settings in the Flash documenta-
create right-to-left text for Arabic and Hebrew scripts. It also
tion. supports bi-directional text where right-to-left text can contain
elements of left-to-right text. This is important for embedding

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FLASH CS6
English words or Arabic numerals within Arabic/Hebrew text:
TLF text requires a specific ActionScript The Property inspector has three display modes when using TLF
library to be available to Flash Player text, depending on the current type of text selection:
at runtime. If this library is not already
present on the playback computer, Flash • Text tool mode when the Text tool has been selected in the
Player automatically downloads it.
Tools panel and no text is selected in the Flash
Note: TLF text cannot be used as a mask. To
create a mask with text, use classic text. document
• Text object mode when an entire text block is selected on the
Stage
• Text edit mode when a text block is being edited

You can create three types of text blocks with TLF text, depending
on how you want the text to behave at runtime:

• Read only: Text cannot be selected or edited when it’s


published as a SWF file.
• Selectable: Text is selectable and can be copied to the Clipboard
but is not editable. This setting is the default for TLF
text.
• Editable: Text is selectable and can be edited.

Gradients
A gradient is a multicolor fill in which one color gradually changes
into another color. You can apply up to 15 color transitions in a
single gradient fill. A gradient allows you to create a smooth color
gradation across one or more objects. You can name and save a
gradient as a swatch to make it easy to apply the gradient to
multiple objects in the same project.

Using Adobe Flash Professional, you can create two types of


gradients:

Linear gradients change color along a single axis (horizontal or


vertical)
Radial gradients change color in an outward direction starting
from a central focal point
You can adjust the direction of a gradient, its colors, the location
of the focal point, and many other properties using the Gradient
Transform tool.

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FLASH CS6

To apply a gradient, follow these steps:

Select an object on the Stage.


Open the Color panel (Window > Color) and choose a gradient
type from the Type menu. The gradient definition bar appears,
with pointers below the bar indicating the colors in the gradient.
Click the bar and then click the color pointers to select a new color.
Click and drag pointers off the bar to remove them from the
gradient.

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FLASH CS6
Note: When you select a linear or radial gra-
dient, the Color panel also includes two other Create or edit a gradient fill
options if you are publishing for Flash Player 8
or later. First, the Overflow menu is enabled A gradient is a multicolor fill in which one color gradually changes
below the Type menu. Use the Overflow menu into another color. Flash Pro lets you apply up to 15 color
to control the colors applied past the limits of
transitions to a gradient. Creating a gradient is a good way to
the gradient. Second, the gradient definition
bar appears, with pointers below the bar indi- create a smooth color gradation across one or more objects. You
cating the colors in the gradient. can save a gradient as a swatch to make it easy to apply the
gradient to multiple objects. Flash Pro can create two types of
(Optional) From the Overflow menu, select an gradients:
overflow mode to apply to the gradient: Extend
(the default mode), Reflect, or Repeat.
• To change a color in the gradient, select one of the color
(Optional) To create an SVG-compliant (Scalable pointers below the gradient definition bar (the triangle at the
Vector Graphics) linear or radial gradient, select top of the selected color pointer will turn black). Then click in
the Linear RGB check box. This will allow the the color space pane that appears above the gradient bar. Drag
gradient to look smooth when scaled to differ-
the Brightness slider to adjust the lightness of the color.
ent sizes after it is first applied.

• To add a pointer to the gradient, click on or below the gradient


definition bar. Select a color for the new pointer, as described in
the previous step.

• You can add up to 15 color pointers, letting you create a


gradient with up to 15 color transitions.

• To reposition a pointer on the gradient, drag the pointer along


the gradient definition bar. Drag a pointer down and off of the
gradient definition bar to remove it.

• To save the gradient, click the triangle in the upper-right corner


of the Color panel, and select Add Swatch from the menu.
• The gradient is added to the Swatches panel for the current
document.

• To transform the gradient, such as to make a vertical gradient


instead of a horizontal one, use the Gradient Transform tool.
See Transform gradient and bitmap fills for more information.

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FLASH CS6

Wrap-up
By the end of this workshop, you should be able to:

• Understand the different drawing modes in Flash CS6.


• How to create and edit a gradient fill.
• Understand what TLF is.

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