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Flash Concepts and Demos - Overview

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Presentation on theme: "Flash Concepts and Demos - Overview"— Presentation transcript:

1 Flash Concepts and Demos - Overview
Recap Unit 2 Buttons (Simple Text and Animated Button) Gradient Tool ActionScript (stop, getURL) Embed Flash Movie in Web Page Adding & Editing Text

2 Timeline

3 Layers = Stack of “transparent sheets of acetate”
Insert > Timeline > Layer or Click “Insert Layer” icon in Timeline Drag & Drop Layer to change its position in stack Name (double-click text), Hide, Lock Folder Layer Folder = Organize Layers Insert > Timeline > Layer Folder or Click “Insert Layer Folder” icon in Timeline Modify Layer Select layer to make it active (only one layer can be active) Pencil icon = Layer is active Guide Layers Make drawing and editing easier and guide motion Mask Layers Help to create sophisticated effects

4 Tool Options LOOK here as well as Properties
Tools Arrow (Selection) tool and Modifiers: snap to, smooth, straight Reshaping lines and shapes  Reshaping pointer Free Transform tool and its modifiers: scale, rotate, skew etc. Transform dialog panel: Modify > Transform Lasso tool and its modifiers = polygon etc. Text tool Circle and Square tools and Modifiers: Object Drawing on / off Stroke and Fill properties of graphic in Property Inspector Pencil tool and Modifiers = straight, smooth etc. Paint Bucket tool and Modifiers = fill large gaps etc. Apply Gradient and use Fill Transform tool Eraser tool Zoom tool and Modifiers: zoom in, zoom out (or use Alt-click) Line Color Fill Color Tool Options LOOK here as well as Properties

5 Graphic Objects = Items on Stage
Move, copy, delete, transform, stack, align, and group graphic objects. Link graphic object to a URL. Keep in mind: modifying lines and shapes can alter other lines and shapes on the same layer if Object Drawing is not selected Must first Select Object to Modify it

6 Keyframe = New Instance of Object Appears
Keyframes Keyframe = New Instance of Object Appears Property Keyframe = Define Object’s Property Change Use Keyframes to Create Change in Animation Flash can tween, or fill in, frames between keyframes Create Keyframe Select a frame in Timeline Insert > Timeline > Keyframe Frame Management Delete a frame, keyframe, or frame sequence, Select and Edit > Timeline > Remove Frame or Right-Click (Windows) Extend duration of Keyframe Select, hold and then drag keyframe to new final frame Change length of a tweened sequence, drag the beginning or ending keyframe left or right.

7 Motion Tween Classic Tween Shape Tween Tweened Animation
Select Keyframe, Right Click and Select Tween option Motion Tween Change Position, Size, Rotation, Alpha of Object Specify object property in one frame and another value for that same property in another frame. Classic Tween Like motion tweens, but more complex to create Shape Tween Change Shape If you want Flash to tween the movement of more than one object, each must be on a separate layer. Select elements Use Modify > Timeline > Distribute to Layers

8 Animations: Representations in Timeline
Motion Tween Black dot at beginning keyframe; intermediate tweened frames have black arrow with a light-blue background. Classic Tween Black dot at beginning keyframe; intermediate frames have a black arrow with a blue background. Shape Tween Black dot at beginning keyframe; intermediate frames have a black arrow with a light-green background. Dashed line = Tween is broken or incomplete Cause? Final keyframe missing Classic Tween: does NOT contain symbol, groups or type Shape Tween: contains symbol, groups or type

9 Layer needs to contain Instance of Symbol or Type
Motion Tween Layer needs to contain Instance of Symbol or Type and uses Property Keyframes and can have only one object instance Select keyframe Insert > Motion Tween or Right click frame, select “Motion Tween” Select frame and then select object Move to new location (notice the motion trail) and/or In Properties panel, change object property Repeat steps 3 and 4 To Motion Tween a Bitmap or Color of Type Bitmap / Type needs to be converted into Symbol Modify > Convert to

10 Create Classic Tween Classic Tween
Layer needs to contain Symbols or Groups or Type and uses Keyframes Create Classic Tween Create first keyframe Insert > Classic Tween or Right click frame, select “Classic Tween” Automatically turns content into Graphic Symbol In last frame, create keyframe and move object to new location Create starting and ending keyframes Select two keyframes and frames in between Insert > Classic Tween or Right click frame, select “Classic Tween” Automatically turns start and end keyframes into symbols

11 Use Ungrouped Graphics to Tween Shapes
Shape Tween Similar to Morphing One shape appears to change into another shape over time Use Ungrouped Graphics to Tween Shapes Create or select first keyframe Create or place artwork in first keyframe Create second keyframe and select it Select artwork in second keyframe Modify shape, color, or position of artwork (e.g. use “Free Transform” tool) Select first keyframe in Timeline Insert > Shape Tween or Right click frame, select “Shape Tween” Properties panel: select option from “Blend” menu: Distributive: intermediate shapes smoother and more irregular. Angular: preserves apparent corners and straight lines.

12 Properties Inspector to change text properties Static Text type
Text tool in Toolbox Properties Inspector to change text properties Static Text type Appearance determined when you author movie. Dynamic Text type Updated text, such as sports scores or stock quotes. Input Text fields type Users enter text for forms, surveys, or other purposes. Transform Text Rotating, scaling, skewing, and flipping it - and still edit characters Horizontal Text Linked to URLs Select text and enter URL in Properties Inspector : Options

13 Reshaping Text into its individual letter shapes
Select text with Arrow tool Modify > Break Apart Distribute Text Letters to Layers Select all letters Modify > Timeline > Distribute to Layers Organize letters in Layer Folder Insert > Timeline > Layer Folder Select layers containing letters Drag & drop in Layer Folder Static Text Morph Text Select Text and apply “Modify > Break Apart” TWICE Apply Shape Tween !

14 Symbols = Reusable Elements in Document
Symbols and Instances Symbols = Reusable Elements in Document Symbols = graphics, buttons, video clips, sound files, or fonts Symbol stored in file's library Use symbols for every element that appears more than once. Create Instance Place symbol on Stage, you create instance of that symbol. Modify properties of instance without affecting master symbol Edit master symbol to change all instances. Symbols Reduce File Size Flash stores symbol in the file only once  greatly reduces file size

15 Symbol : Behavior Types
Graphic Symbols for static images Button Symbols to create interactive buttons Movie Clip Symbols to create reusable pieces of animation Insert > New Symbol Convert Element to Symbol Insert > Convert to Symbol Drag the selection to the Library panel Convert to Symbol from the context menu

16 Library Window > Library Library stores
Symbols created in Flash, Imported video clips, sound clips, bitmaps, and vector artwork Can open library of any Flash file Window > Common Libraries Flash includes sample libraries Buttons, classes, sounds

17 Create Symbol and Edit Instance
Create Symbol from Object on Stage Select Object on Stage Drag & Drop into Library Window Convert to Symbol dialog box appears Select Type = Movie Clip, Button or Graphic Object on Stage now an instance of the symbol Create New Empty Symbol Make sure nothing is selected on Stage Choose Insert > New Symbol Name symbol Choose Type : Graphic, Button, or Movie Clip. Flash adds symbol to Library and switches to symbol-editing mode. Create Symbol Content Use Timeline, draw with drawing tools etc. Edit Instance of Symbol Select instance on Stage In Properties change Size, Color, Transparency …

18 Editing Symbol versus Editing Instance
Editing Symbol  Rest of Document disappears and only symbol appears Edit > Edit Symbols When finished creating symbol content, return to movie-editing mode: Click Back button at the left side of information bar above Stage. Choose Edit > Edit Document. Click the scene name in the information bar above the Stage. Editing Instances Edit > Edit Document Flash Document consists of Document’s Main Timeline Edit > Edit Document takes you to Main Timeline Library that contains Symbols that have their own timeline Edit > Edit Symbols takes you to the timeline of a symbol Double clicking on instance of symbol takes you to the timeline of symbol

19 Button = Four-Frame interactive movie clips
Creating Button Button = Four-Frame interactive movie clips Select button behavior for symbol Flash creates Timeline with four frames. First three frames display the button's three possible states: UP, OVER, DOWN Fourth frame defines the active area of button Timeline doesn't actually play, it simply reacts to pointer movement and actions by jumping to the appropriate frame. Make Button Interactive in a Movie Place instance of button symbol on Stage Assign actions to the instance on Stage. Actions must be assigned to instance in Main Timeline, not to frames in button's Timeline.

20 Creating Buttons Insert > New Symbol New Symbol dialog box
Make sure nothing selected: Insert > New Symbol New Symbol dialog box Enter name button symbol, Type = Button Flash switches to symbol-editing mode UP State: use drawing tool etc. OVER State Insert > Keyframe Change button image for Over state Repeat Step 4 for DOWN State Hit Frame = Define Click Area Solid area large enough to encompass UP, DOWN, and OVER frames. No Hit Frame, UP state used Edit > Edit Document to finish Drag Button Symbol out of Library panel to create instance on stage

21 Button – Add Hyperlink to Interactive Button - ActionScript 3.0
Select Button instance on Stage (make sure you have the button selected and not the frame that contains button instance). Assign Instance Name in Properties panel Open “Actions” Window via “Window > Actions” Open “Code Snippets” Window via “Window > Code Snippets” Select Actions in left panel Double-click on “Click to Go to Web Page” and code will be added to frame in which selected and named instance is located Customize Code: specify URL Test Movie Export Button File > Export Movie Saves it as SWF file, which you can import in Dreamweaver

22 Button – Add Hyperlink to Interactive Button - ActionScript 2.0
Select Button instance on Stage (make sure you have the button selected and not the frame that contains button instance). Open “Actions” Window via “Window > Actions” Paste this code into Actions Window : on (release) { getURL (URL_as_string, “_self”); } This attaches action to button using ActionScript.  Important: Flash File (ActionScript 2.0) ! Test Movie Export Button File > Export Movie Saves it as SWF file, which you can import in Dreamweaver

23 Enabling, Editing, and Testing Buttons
By default, Flash keeps buttons disabled as you create them, Easier to select and work with them When button is disabled, clicking button selects it. Button = Enabled  it responds to mouse events Best to Disable buttons as you work Enable buttons to quickly test their behavior. Control > Enable Simple Buttons Select Enabled Button Use the Arrow tool to drag a selection rectangle around the button. Move Enabled Button Select the button, as described above Use the arrow keys to move the button Test Button Control > Enable Simple Buttons. Move the pointer over the enabled button to test it

24 Flash Demonstration – Unit 2
Buttons Simple Text Button Animated Button Gradient Tool ActionScript stop getURL Embed Flash Movie in Web Page

25 Step 0 – Download files, Launch Flash, Create Document
Download Files – Unit 2 Launch Flash Create Flash Document and Set its Properties File > New : General: Flash File (CS4+: ActionScript 2.0; CC: ActionScript 3.0) Modify > Document or use Property Inspector Frame Rate = Dimensions = 100 x Background color = White Use scrollbars and Magnification tool to see Stage at sufficient size Using Grid, Rulers and Guides Rulers  View > Rulers Guides  View > Guides > Show Guides

26 Step 1 – Create Button Symbol – UP state
Make sure that “Library” is visible (Window > Library) Insert > New Symbol “Create New Symbol” dialog: select “Button” Name it “Home Button” Notice that button appears in list of Library symbols Flash switches to “Edit Symbol” mode and four-frame “button view” appears Name Layer 1 = “Shape” in Symbol View

27 Step 1 (cont.) – Create Button Symbol – UP state
Select UP frame in Timeline Select Rectangle tool Use Tool “Options” to specify corner radius Select Stroke Color = Black and Fill Color = Blue in Property Inspector Draw Rectangle Create Vertical and Horizontal Guides and center rectangle Select Pointer Tool to select fill of rectangle Properties Panel: select Fill color and specify Blue Sphere effect Select Gradient Transform tool to change orientation, spread and shape of gradient Insert New Layer using “Insert > Timeline > Layer” – name it “Text” Select Text tool and add white “Home” text and center it on button Create Guide for baseline of text

28 Step 1 (cont.) – Create Button Symbol – OVER & DOWN states
Make sure that “Library” is visible  Window > Library Create Keyframes in OVER, DOWN and HIT frames Select Over frame in both layers and create Keyframe (use Insert > Timeline > Keyframe or Right-Click Frame) Select Down frame and both layers and create Keyframe Select HIT frame and both layers and create Keyframe Modify OVER frame Select “Text” layer Select Text tool, select text and bold it (make sure to center text) Modify DOWN frame Select “Shape” layer and change Fill Gradient Color = Green Select Text tool, select text and change its color

29 Step 1 (cont.)– Test & Export Interactive Button
Switch to “Edit Document” Mode Drag & Drag “Home Button” onto Stage Resize Button to Fit Stage Select Free Transform tool, select button and resize to fill Stage Control > Enable Simple Buttons Place cursor over and click button Export Button File > Export Movie Saves it as SWF file

30 Recap – Create Simple Text Button
Insert > New Symbol Select Type = “Button” Create “UP” State Insert Keyframe “OVER” and Modify Insert Keyframe “DOWN” and Modify Insert Keyframe “HIT”

31 Step 2 – Create Animated Button
Import Images Convert Images to Graphic Symbols Insert > Convert to Symbol Create Movie Clip using “Insert > New Symbol” Insert Graphic Symbol and Animate Create Button Insert Movie Clip in “Over” State Specify “Hit” area for Button by creating rectangle that defines “hotspot” Make sure Animation only plays once Select end keyframe in Animation MovieClip Open Actions Window: Window > Actions Type ActionScript “stop ();” in Actions Window

32 Step 3 – Add Hyperlink to Interactive Button – ActionScript 3.0
Select “Home Button” on Stage (make sure you have the button selected and not the frame that contains button instance). Assign Instance Name in Properties panel Open “Actions” Window via “Window > Actions” Open “Code Snippets” Window via “Window > Code Snippets” Select Actions in left panel Double-click on “Click to Go to Web Page” and code will be added to frame in which selected and named instance is located Customize Code: specify URL Test Movie Export Button File > Export Movie Saves it as SWF file, which you can import in Dreamweaver

33 Step 3 – Add Hyperlink to Interactive Button – ActionScript 2.0
Select “Home Button” on Stage (make sure you have the button selected and not the frame that contains button instance). Open “Actions” Window via “Window > Actions” Paste this code into Actions Window : on (release) { getURL (URL_as_string, “_self”); } This attaches action to button using ActionScript.  Important: Flash File (ActionScript 2.0) ! Test Movie Export Button File > Export Movie Saves it as SWF file, which you can import in Dreamweaver

34 Step 4 – Embed Flash Movie in Web Page
Launch Dreamweaver Create Layout with nested AP Elements Place cursor in AP Element that will contain Flash Movie Embed in Dreamweaver Insert > Media > SWF and navigate to SWF file to embed


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