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Web Warrior Design Survey

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The Web Warrior Guide to

Web Design Technologies







Chapter 8

Flash: Part II

Objectives

• Learn how frames and layers are used in a

document’s Timeline to create animations

• Learn how symbols are stored in a document’s

library

• Create animations including frame-by-frame and

tweened animations

• Create a mask layer and a motion guide layer

• Create buttons with simple actions and sounds

Using the Timeline, Frames, and

Layers

Using the Timeline, Frames, and

Layers

• The Timeline is used to control and coordinate the

frames and layers that make up a Flash document

• A frame represents a particular instant in time and

contains the content of the Stage at that instant

– each frame may contain different images or different states of

the same image

– each frame is displayed in succession, creating the appearance

of movement

– keyframes contain content that has changed from a previous

frame

– the frame rate determines how many frames are displayed each

second

Using the Timeline, Frames, and

Layers

• Layers are used to organize the various

graphic objects such as shapes, lines, and

text that are part of a document

– each row within the Timeline represents one

layer

– each document starts with one layer

• more layers may be added as needed

• modifying the content on one layer will not affect

the content on other layers

Using the Timeline, Frames, and

Layers

• To extend the length of an animation you

add more frames to a layer

• Playhead

– the playhead moves along the Timeline

header indicating which frame is currently

being displayed

• Scrubbing

– testing an animation by dragging the playhead

back and forth through the frames

Using the Timeline to Test an

Animation

• Document vs. Movie

– a document is the file you edit to create the

animation; it is saved as a .FLA file

– a movie is a published document; it is saved

as a .SWF file and played by the Flash Player

plug-in

– the Flash Player comes installed with most

new computers and can also be downloaded

from the Macromedia Web site

Using the Timeline to Test an

Animation

• Other elements of the Timeline

– Eye column: display or hide the contents of a

layer

– Lock column: lock or unlock a layer; the

contents of a locked layer cannot be changed

– Outline column: display the contents of a layer

in an outline format

Using the Timeline to Test an

Animation

Understanding Symbols and the

Library

• A symbol is a graphic element with special properties

• Symbols are used to create certain types of animations

and to add interactive elements to a document; there are

three types of symbols

– Movie clip symbols

• contain their own Timeline and operate independently of the

Timeline of the document in which they appear

– Graphic symbols

• can be either static images or animated images

• they operate in sync with the Timeline of the document in which

they appear

– Button symbols

• have their own four-frame Timeline

• may be used to make the published movie interactive

The Library

• Symbols are stored in a document’s library

• The library also stores imported bitmap images and sounds

• The Library panel is used to access, organize, and modify symbols

in a document’s library



Options menu control

Symbol preview







Symbols

Delete icon

New symbol button



Properties icon

Symbol Instances

• To use a symbol on the Stage you drag a

copy of it from the Library panel

• Instance

– an instance is a copy of a symbol

– you can have multiple instances of a symbol

– the symbol is stored only once regardless of

the number of instances created

Editing a Symbol

• You can edit a symbol by placing it in

symbol-editing mode

• Changes made to a symbol are applied to

all instances of that symbol

• Changes made to an instance of a symbol

do not affect the symbol or other instances

of that same symbol

Animation

• Animation is accomplished by changing

the content of the Stage from one frame to

the next and then displaying this content

one frame at a time

• Types of animation

– Frame-by-frame animation

– Tweened animation

Frame-by-Frame Animation

• In a frame-by-frame animation you create the

content for each frame

– some of the content can be repeated in each frame

– the content in other frames can be slightly modified to

create the perception of movement

– frame-by-frame animations are usually used to build

more complex animations

– frame-by-frame animations tend to produce larger

sized files

Tweened Animation

• In a tweened animation, Flash creates the in-

between frames (hence, the term “tweened”)

– content created based on the content of the starting

and ending frames

– tweening is the process Flash uses to create the

individual frames

– easier and quicker to create than a frame-by-frame

animation

– you only to need to create the content for two frames,

the one at the beginning of the animation and the one

at the end

Tweened Animation

• There are two types of tweened

animations

– Motion tweens

• used to create animations in which an object

changes its position, rotates, changes in color, or

fades in or out

– Shape tweens

• used to change a shape over time

Creating a Motion Tweened

Animation

• Create an object in the first frame of the animation

• Convert the object to a symbol









Symbol

created







Object

in first frame

Creating a Motion Tweened

Animation

• Create a keyframe in the frame where the animation will

end and move the object to a different position or change

its properties

Keyframe









Object

repositioned

Creating a Motion Tweened

Animation

• Instruct Flash to create a motion tweened animation starting in the

first frame

– additional frames are created that contain the different states of the

object as it transitions between the first and last frame



Motion tweens

Creating a Motion Tweened

Animation

• Adjust the motion tween using the Property

inspector

– set the rotate to CW or CCW and specify how many

times to rotate

– set the Ease value to control how fast the object starts

or ends within the animation sequence

• Change the object’s Brightness Amount to make

it fade in or out

– the Brightness Amount affects the relative lightness or

darkness of an object

• An object’s Alpha Amount can also be used to

create a fade effect

Creating a Shape Tweened

Animation

• Create an object in the first frame of the animation

• Do not convert the object to a symbol

• Create a keyframe in the frame where the animation will

end and change the shape of the object

• Use the Property inspector to instruct Flash to create a

shape tweened animation starting in the first frame

• Text can also be used in a shape tween but it must first

be converted to fills using the Break Apart command

Special Layers

• Guide layer

– can serve as a guide as you draw

– example: a guide layer with a diagonal line which can be used as

a guide to align graphic elements

– the contents of a guide layer are not displayed in the final movie

• Motion guide layer

– a special kind of guide layer that provides a path for an object to

follow when it is used in a motion tween

– useful when you want to animate an object to move along an

irregular path

• draw the path with a tool such as the Pencil tool in the guide layer

Special Layers

• Mask layer

– contains a graphic object, such as an oval

shape, through which the contents of one or

more underlying layers will show

– the content of the underlying layers is only

visible when the mask layer’s graphic object is

over it

Special Layers

• Mask layer example

– text will only be visible when the circle is over it





Mask layer





Masked layer

Special Layers

• Motion guide layer

– provides a path for an object to follow

– draw a path in the motion guide layer using a

tool such as the Pencil tool

– create a motion tween of an object in the

guided layer which is below the motion guide

layer

– the object in the guided layer follows the path

in the motion guide layer

Special Layers

• Motion guide layer example

– object will follow path in the motion guide layer



Motion guide

layer



Guided layer

Using Buttons, Actions, and

Sounds

• Buttons

– provide an interactive element to a movie

– buttons are symbols with the Button behavior

– button symbols have a Timeline consisting of

only four frames

• each frame represents a state of the button

Using Buttons, Actions, and

Sounds

• Each button has four frames in its Timeline

– Up frame contains the button’s normal state

– Over frame contains the content that shows what the button will look like

when the mouse pointer is moved over it

– Down frame contains the content that shows the button’s appearance

when it is clicked

– Hit frame does not affect the appearance of the button; it represents the

clickable area of the button









Four button

frames

Using Buttons, Actions, and

Sounds

• Actions

– code elements of ActionScript, Flash’s

programming language

– Flash provides many preprogrammed actions

that you can access through the Actions panel

– the Actions toolbox, located on the left side of

the Actions panel, contains a list of folders

that represent different action categories

Using Buttons, Actions, and

Sounds

• Actions panel

– double-click a specific action to enter its code into the script

pane on the right side of the Actions panel

– add actions to button instances and not to button symbols









Actions Action code







Script pane

Using Buttons, Actions, and

Sounds

• Adding Sounds

– add sound effects to buttons or add sounds that play

during certain frames

– sounds cannot be created within Flash

– import sounds using the Import command from the

File menu

• sound files formats that can be imported

– WAV, MP3, or AIF

– a sound from a different document’s library can be

dragged to the current document

– sounds reside in the document’s library

Using Buttons, Actions, and

Sounds

• Adding Sounds

– to add a sound from the library to a specific

frame in your document

• create a new layer

• select the layer’s frame where the sound will play

• use the Sound drop-down list in the Property

inspector to select the sound

• the frame where the sound will play must be a

keyframe

Using Buttons, Actions, and

Sounds

• Adding Sounds

– to add a sound effect to a button

• edit the button instance

• select the button’s frame where the sound will play

• drag the sound from the Library panel to the Stage

or select the sound using the Property inspector

Using Buttons, Actions, and

Sounds

• Adding Sounds

– the Sounds library contains sounds that can be added

to a document

Using Buttons, Actions, and

Sounds

• Button sound effect example

– a sound can be added to a button’s Down frame

– the sound will play when the button is clicked









Waveform of

sound added to

Down frame

Using Buttons, Actions, and

Sounds

• Adding Sounds

– a background sound can be added to a document

– place a background sound in a keyframe



Waveform of background

sound added at Frame 1

Publishing Your Movie

• Publishing

– publish a document in order to distribute it for

use on the Web

– a published movie will play within an HTML

page

– use the Publish Settings dialog box to specify

how to publish a document

– click Publish to create the necessary files,

such as the .swf and .html files

Publishing Your Movie

• Select the file types in the Publish Settings dialog box

• The filenames for the published files can also be

changed









Filenames used

Select file types

when movie is

to publish

published

Summary

• Animations can be created by placing different

states of an image in different frames and then

displaying the frames one after another

• A document’s frames are coordinated by the

Timeline

– the Timeline’s playhead indicates which frame is

currently being displayed

• Layers are used to organize the images,

animations, and other objects that make up a

document

– special types of layers include guide layers and mask

layers

Summary

• Types of animations include

– frame-by-frame: create the content for each frame

– tweened: create the content for the beginning and

ending frames and Flash creates the in-between

frames

• Types of tweened animations

– motion tweened animations are used to make an

object move, rotate, or change in size or color

– shape tweened animations are used to make an

object change its shape

Summary

• Objects used in motion tweened animations

must be converted to symbols

• Symbols are stored and organized in a

document’s library

– instances or copies of a symbol are created on the

Stage

– multiple instances can be created of the same symbol

– an instance’s properties can be changed without

affecting the symbol or other instances of the same

symbol

Summary

• Buttons are symbols with their own four-frame

Timeline; buttons allow user interaction

– rollover effects as well as sound effects can be added

to buttons

– actions are added to buttons to control a movie

• A document is published to make it available on

the Web

– movies published for the Web have the .swf file

extension

– Flash creates the necessary HTML to play the movie

in a browser



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