Introduction In this chapter we'll show the basic techniques of animation. In animation, Flash provides many facilities; obtain effects that require much knowledge and storage space to be created in a very simple way, with no need for excessive knowledge and taking very small disc space. Before learning the animation techniques, we will work on Timeline and Layers. Both are the most important parts of the Flash. We will use them for all Flash animations. Flash Animation Types Frame by Frame Motion Tween Shape Tween Motion Guide Mask Timeline The timeline is the area on the screen where you will be working with layers and frames to alter your movie. A movie is a collection of frames and the timeline is the area in Flash where you will be configuring those frames (like the way a cartoon is made, with a collection of still pictures run together really fast to give the illusion of motion). The concept of time in Flash is different than in the real world. In the real world, you measure the time it takes to do something in seconds or minutes or hours. In Flash, the primary measure of time revolves around frames, and the seconds/minutes of a movie are dependent on your frame rate. PlayHead Individual Frame Onion-Skinning Buttons Frames Per Second Length of Movie Current Frame 36 Adobe Flash CS3 Current Frame The current frame indicates the current position of the playhead. You can see the current frame number from here. Frames per Second Frames per second (or Frame rate) is the actual frames per second setting for your movie. When the movie is playing, it dynamically shows the actual playback speed. Frames per second will always stay the same but you can change Frame rate from Document Properties. Length of Movie The number is actually the elapsed time between the first frame of the movie and the current frame. Depending on where you place the playhead, the number will dynamically change as well. Playhead The playhead allows you to select the frame to be altered. It also allows you to view the movie by scrubbing, or dragging the playhead across the timeline ruler. Layers Layers are transparent sheets on which you add buttons, text, movie clips, and other objects that form your finished Flash movie. Layers let you work with each distinct group of elements in your movie separately. Flash will name the first layer, "Layer 1" and will add sequential numbers to each layer added. Example: Layer 2, then Layer 3, and so on. To change the name of the layer simply double click on name, type in the name, and press enter. You can split objects on a single layer into separate individual layers with the Ctrl+Shift+D key combinaton. Flash will create a new layer for each separate selected object. Square (Level 1) Oval (Level 2) Polygon (Level 3) Layer Properties Dialog Box You can adjust your layer from Layer Properties. It is an alternate method for working with layers. To open it, right click on a layer and select Layer Properties. Animating Flash 37 Insert a New Layer Adding a new layer is very easy. Simply click in the white box with the plus sign ( to add a layer. By default, a layer will be added above the current layer. ) Inserting a Layer Folder A Layer Folder ( ) is just like any other computer folder. It is a place to store things. In this case it stores Layers. This is done to help organize your work and has no effect on the final Flash Movie. Deleting a Layer Deleting a layer can be done in two ways: dragging the layer to the trash can ( ) or clicking the trash can when the layer to be removed is highlighted as the current layer. Showing/Hiding a Layer The purpose of this button ( ) is to hide or show a layer. This is helpful when compiling many layers to keep from getting distracted by background or foreground content. When the eye is highlighted, the layer will be hidden and vice versa. Lock Layer Locking a layer ( ) is another great option to practice good layer management. When dealing with layers, a user may accidentally forget what layer he/she is on when editing a portion of the movie. This is counter acted by using the lock function. Show Outline An outline is an edit mode that shows only the objects outlines. To switch Outline mode on and off go to the Timeline and click the dot just next to the layer name and just under the Outline Icon ( ). Hidden Locked In Outline Mode 38 Adobe Flash CS3 Using Onion Skinning Normally, Flash displays one frame of the animation sequence at a time on the Stage. To help you position and edit an animation, you can view two or more frames on the Stage at once. The frame under the playhead appears in full color, while the surrounding frames are dimmed. Dimmed frames cannot be edited. Tweening Animation Flash tweening is the most interesting part of Flash. It directly influences the way animation is done. Consider that you have to create an animated ball on the timeline that moves from one point to another point. Tweening has been derived from the word "be-tween" or rather "in between". It works on the principle that the designer just has to create the first and the last key frame of the animation and the "in between" part is managed by Flash. Finally, the tweening method is also one of the important and interesting ways to create 2D animations. This method is extensively used in creating short movies, animated e-learning coursewares and CD based presentations. Motion Tween It is the basic action of the animations in Flash. It allows you to move a Flash symbol from one place of the stage to another, being necessary only two frames, which optimizes the movie performance a lot. Step 1: Select the first frame and draw your own object. Any object in Flash should be converted to a symbol before applying motion tween. Step 2: Right click the frame 20 in the Timeline and select Keyframe. You can also press (F6) on frame 20. Animating Flash 39 Step 3: Move your Symbol to the final position while keeping the playhead on frame 20. Step 4: Select any frame between, 2 to 19 and right click on layer and select “Create Motion Tween” from drop down menu. Step 5: Now press (Ctrl+Enter) to view your motion tween. Practice 1: Text Effect Step 1. Start a new document. Step 2. Click the Size button in the Properties panel to change the document size. Step 3. In the with box type 500 and in the height box type 250, and then click OK. Step 4. Select the Text toll. Change properties of text tool in the Properties panel. Font: Verdana, font size: 30, letter spacing: 5, and bold style. Step 5. Click the scene and then type”~Odessa~” Step 6. Select the Selection tool, right-click the text “~Odessa~”, and then select Break Apart. 40 Adobe Flash CS3 Step 7. The letters must be in different layers. While the letters are selected, right-click again, and then select Distribute to Layers. Each letter has its own layer now. Step 8. Apply a different color to each character. Step 9. Right-click the frame 20 in the layer ~ (tilde) and then click Insert a Keyframe. Step 10. Select the first frame of layer ~ and move the Tilde sign to the left. Right-click anywhere between the frames 1 and 20 in the Tilde layer, and then click Create Motion Tween. Step 11. Right-click the frame 25 in the layer O and then click Insert Keyframe. Select the first frame of layer O and move the O letter somewhere up. Step 12. Right-click anywhere between the frames 1 and 25 in the layer O, and then click Create Motion Tween. Step 13. Create keyframes for all the other layers and move the letters in different directions up and down and then add motion tweens. Your timeline should be like in the picture. Animating Flash 41 Step 14. Select the frame 30 for all the layers except Layer 1. Right-click the selected frames and then click Insert Keyframe. Step 15. The first part of movie is ready. Let’s create the second part now. Rightclick the frame 45 in the layer D. Right-click anywhere between the frames 30 and 45 in the layer D and then click Create Motion Tween. Click the frame 45 and move the letter D to the opposite direction according to the frame 1. Step 16. Create keyframes for all the other layers and move the letters up and down to the opposite directions according to the frame 1 and then add motion tween, as you see in the image. Press Ctrl+Enter to see the result. Step 17. Let’s add some more effects. Select the first frame of all layers except Layer 1. Click the Ease drop-down arrow in the Properties panel and then drag the slider to apply 100. While the first frame of all layers are selected, click one of the letters on the scene, click the Color drop-down arrow in the Properties panel, and select Alpha and then apply 0%. Now all the letters are invisible in the first frame. 42 Adobe Flash CS3 Step 18. Select the frame 30 of all layers except Layer 1. Click the Ease drop-down arrow in the Properties Panel and then drag the slider to apply -100. Step 19. Select the last frame, and click the letter on the scene and then click the Color drop-down arrow in the Properties panel and select Alpha to apply 0%, for each layer. Step 20. Select the frame 60 for all the layers except Layer 1. Right-click the selected frames and then click Insert Keyframe. You can use Layer 1 to add a background for this movie, if you want. The movie is now ready. Press Ctrl+Enter to see the result. Shape Tween By tweening shapes, making one shape appear to change into another shape over time. Flash can also tween the location, size, and color of shapes. Before creating your tween you need to produce the shapes that will be used in the tween effect. Step 1: You can apply shape the tweening effect to a text. Make sure that the text block is broken apart. Select the first frame. Draw an object (circle) on the stage. Animating Flash 43 Step 2: Select frame 20 and press F6 to insert a new keyframe. Step 3: Still keeping playhead on frame 20, delete the object present in your working area and draw a different object (polygon). Step 4: Right click any frame between 2 to 19 and select Create Shape Tween. Alternatively you can select motion from the tween drop down menu in the Property inspector. Press Ctrl+Enter to play your shape tween animation. Motion Tweening Along a Path A Motion Guide will set the path for an object to travel from one position of the Stage to another position. Motion guide layers let you draw paths along which tweened instances, groups, or text blocks can be animated. You can link multiple layers to a motion guide layer to have multiple objects follow the same path. A normal layer that is linked to a motion guide layer becomes a guided layer. Step 1: Create a new Flash document about 550 X 400 pixels. Step 2: Draw a road. Step 3: Insert a new layer and change its name as Car. Import a proper car image into Flash (File>Import>Import to Stage) or draw your own car. Place the car in the front of the road. For objects that appear on the Stage, use suffix when you name them. For example,use _mc suffix to all MovieClip objects. Using suffixes consistently helps make your code understandable and display cod hints whenever you type the instance name followed by a period in the Actions pannel. 44 Step 4: With the car image selected choose Modify>Convert to Symbol (F8) and then select Movie Clip behavior. Name it as car_mc. Adobe Flash CS3 Step 5: Go to frame 30 and select both layers and press F6 to insert a new keyframe. In the frame 30 of the Car layer put the car_mc in the other end of the road. Step 6: Right click on the Car layer between 1-30 frames and choose Create Motion Tween. Step 7: Right click on the Car layer and choose Add Motion Guide. Name it Guide_Car. Step 8: Select the first frame of the Guide_Car Layer and draw a path using the Pencil Tool. Your path should follow the road like a yellow line. Step 9: Snap the center of the car_mc to the beginning of the line in the first frame, and to the end of the line in the frame 30. Step 10: Add some ease to the motion. Go to the first frame of the car layer. In the Properties Inspector choose Edit button from the right of the Ease. Custom Ease In/Easey Out dialog box opens. Step 11: he Custom Ease In/Ease Out dialog box displays a graph representing the degree of motion over time. The horizontal axis represents frames, and the vertical axis represents percentage of change. Using the mouse, curve the line as you wish then click OK. The Easing property allows you to specify the rate of motion from start to finish. With a value of -100, objects accelerate towards the finish while the reverse happens if the value is set to 100. Easing creates a more natural appearance of acceleration or deceleration by gradually adjusting the rate of change. Ease In: the motion begins slowly, before gaining speed as time progresses. Ease Out: the motion begins quickly, before losing speed as time progresses. Step 12: Test your movie (Ctrl+Enter) and see how the car is moving on the road. Animating Flash 45 Masking For spotlight effects and transitions, use a mask layer to create a hole through which underlying layers are visible. To create a mask, you specify that a layer is a mask layer, and either draw or place a filled shape on that layer. You can use any filled shape, including groups, text, and symbols, as a mask. The mask layer reveals the area of linked layers beneath the filled shape. It is strongly recommended to use a .PNG image format instead of a .JPG for best results in flash. Step 1: Rename the first layer as “Picture”. Step 2: Select the first keyframe of the Picture layer and import the picture you want to mask. Step 3: Add a new layer. Name the new layer as "Mask". This layer will hold the object that will be used to reveal the base picture. Step 4: Select the Oval Tool from the Toolbar and draw a circle while the first keyframe of the Mask layer is selected. Step 5: Make sure you extend the keyframes of the Picture layer to match the length of the Mask keyframes. 46 Adobe Flash CS3 Step 6: Apply Motion Tween to the circle. Step 7: Click on Frame 15, Add a Keyframe (F6) and then extend the circle with using the Free Transform Tool ( ). Step 8: Right-click on the Mask layer and select Mask from the drop-down menu. The layers will be locked automatically. Step 9: Play your motion guide animation. Using Sounds in Flash There are two different types of sound in flash: Static and dynamic. Static is the older method. It involves assigning a sound to a particular frame and setting its properties at design time. The second way which is more common nowadays is to attach them dynamically. This method relies on some simple ActionScript and Flash's Symbol Linkage features. It is a little more difficult to set up, but it offers the flexibility of scripted effects and timing that static sound does not. You can import the following sound file formats into Flash: WAV (Windows only) AIFF (Macintosh only) mp3 (Windows or Macintosh) If you have QuickTime 4 or a newer version installed on your system, you can import some other sound file formats. Static Method File>Import>Import to Stage Drag and drop: Sound assets can be dragged and dropped into a movie either directly from the file local folder or from the library of another movie. This method is useful if you already know where you want to place the sound on the Timeline and you have everything set up and ready to go. Sound Panel - Effect The Sound Panel allows you to modify the properties of the selected sound. None: Select this option to remove previously applied effects. Animating Flash 47 Left Channel/Right Channel: Play sound in the left or right channel only. Fade Left To Right/Fade Right To Left: Shift the sound from one channel to the other. Fade In: Gradually increases the volume of a sound over its duration. Fade Out: Gradually decreases the volume of a sound over its duration. Custom: Lets you create custom in and out points of sound using the Edit Envelope. The best way to get a feel for the sound editor is to apply each effect to your sound, listen to it and try some things in the custom effect editor. Sound Panel - Synchronize the Sound Event: Associated with specific actions, not tied to the Timeline. Start: Same as Event, but will create a new instance of that sound if it is already playing. Stop: Stops the specified sound. Stream: Synchronizes the sound with the animation, forces the animation to play at the same rate as the sound, dropping frames if necessary. Practice 2: Car Step 1: Open “guide.fla” animation and create a new layer that named “sound”. (You can download the file from http://book.zambak.com.) Step 2: Import the sound file “car_effect.wav” by choosing Import from the File menu or drag the sound file to the Stage. Step 3: Open the Library Panel, and click on the sound symbol you just imported. You will see it in the Library window with a play arrow. You can listen to the sound you just imported by clicking on the arrow at the top right of the Library window. 48 Adobe Flash CS3 Step 4: Drag the sound onto the stage. You should see it on the layer as a waveform. You can loop the sound the number of times you type in the Repeat box, in the Properties panel. Don't loop streaming sound; it will increase your file size dramatically. Step 5: Select the Sound layer to see the sound properties in the Properties Panel. In the Sound drop-down menu, select the sound file you want to edit. If you have other sounds imported, they will also be in the menu. You can change the sound file you want to edit from here. Directly under these properties you will see the sound file information, MHz and file size. Step 6: Press (Ctrl+Enter) to view your animation with sound. Dynamic Method Dynamic sounds are created and controlled with ActionScript. By using ActionScript, you are able to change the sound's speaker directions, pans, volume, and more. Best of all, you can create virtual sound environments by using various random numbers and values that change how your sound feels throughout your animation. Step 1: .fla file. Step 2: Copy file (car_effect.mp3) into the folder where you save your flash Write the following actions in the Action Panel. 1 var MySound:Sound = new Sound(new URLRequest ("car_effect.mp3")); 2 MySound.play(); Line 1: Line 2: Creates a new sound object. Starts to play the sound. Step 3: Press Ctrl+Enter to view your animation with sound. Animating Flash 49 Review Questions 1. Which of the following is NOT an animation type in Flash? a) Motion Tween b) Shape Tween c) Motion Guide d) Action Tween 2. What is the area on the screen where you worked with layers and frames to alter your movie? a) Timeline b) Layers c) Stage d) Toolbox 3. ____________ dynamically shows the actual playback speed. a) Onion Skin b) Frame Rate c) Frame Per Second d) Elapsed Time 4. ____________ allows you to select the frame to be altered. a) Current Frame b) Frames per second c) Length of Movie d) Playhead 5. What lets you work with each distinct group of elements in your movie separately? a) Scene b) Layers c) Timeline d) Objects 6. Which of the following sound file format is less used than others? a) Rm (Real Player) b) WAV (Windows only) c) AIFF (Macintosh only) d) mp3 (Windows or Macintosh) 50 7. Which icon is used to add a new layer? a) b) c) d) 8. The button ( ) is purposely used to ____________. a) Show/Hide All Layers. b) Lock/Unlock All Layers. c) Show All Layers As Outline. d) Scroll To Playhead. 9. You can use ____________ to prevent a layer from been modified by mistake. a) Hide function b) Lock function c) Read only function d) Onion Skin 10.What is the elapsed time on frame 19 when the frame rate is 12 fps? a) 1.5 s c) 2.3 s b) 1.9 s d) 3.1 s 11.Which of the following is not used to import a sound file? a) File>Import>Import to Stage b) Drag and drop the sound file to the Stage. c) Import from another movie’s library. d) Export>Export Movie Adobe Flash CS3 Working with Text Adobe Flash's text tool doesn't just create graphic-objects in the shape of letters, it creates text boxes filled with live type; in the authoring environment, and the contents of a text box are fully editable. As you create text elements, you must decide how they will be used in the published movie and assign them a text-type property. We will explain the basics of Text in Flash. In Flash there are three types of Textboxes; Static, Input and Dynamic. Static Text: Static text is used for titles, labels, or other text contents that appear in a flash document by default. Input Text: Input text fields are used for collecting form data and can assign variable names for this purpose that store the user’s entry. Dynamic Text: Dynamic text changes depending on the events you scripted; these fields can display the contents of variables or even text contained in external files. The process for creating a text is the same regardless of the type of text you want to create. Step 1: Open a new blank flash file (Ctrl+N) and change the layer’s name as Background. Step 2: Insert a picture in the Stage. Step 3: Insert a new layer and change its name as Text. Step 4: While the first frame of a Text layer is selected, click the Text Tool ( ) on the Toolbox and select a frame on the Timeline where you want the text to appear. The Static textbox has a rectangular handle in the upper right corner, which can be used to adjust the size of the Textbox. Step 5: The various Text properties such as the Font, Font size, Font style, Font color, Alignment etc. can be set using the Properties inspector as shown below. Change Font Size Select a Font Boldface Left Aligned Selectable 52 Change Font Color Adobe Flash CS3 Step 6: Select a device font from the Font Rendering Method menu. Device Fonts Device Fonts are not embedded in the file. When a device font is used, the Flash Player uses a similar font on the user’s computer. While a device font may not display text exactly as you want it, the appearance will at least be predictable. Using device fonts result in smaller final file size. Anti-Aliasing Text Anti-aliased text has a smoother appearance, but at smaller font sizes it can sometimes seem blurred and difficult to read. In these cases, you can select in the Property Inspector to clarify the text. The Alias Text feature is only supported for static text in Flash Players earlier than version 7. Version 7 of the Flash Player supports the feature for all three kinds of text (static, dynamic and input). Step 7: Expanding-width textboxes can be created by selecting the Text Tool and clicking once on the Stage without dragging it. Once you click on the Stage, start typing the text in it. Step 8: below. Let’s write a title that is “Country”. Change the properties of text as shown Set Letter Spacing Change Orientation of Text Step 9: Now, we will insert an input text in the Stage. Select the Text Tool on the Tools Panel, and then select Input from the drop-down menu on the Property Inspector. On the Stage, click and drag a text field with the size you prefer. Working with Text and Buttons 53 Line Type: You can use the Property Inspector to specify a single-line or multiline text field, a multiline text field without word wrapping, or even a password field, which masks the user’s input. Show Boarding Around Text: You can set text boarding as show or not. Maximum characters: You can limit the entered number of characters. Render text as HTML: This button in the Property Inspector. When selected, you can include HTML tags in the text file to format the text. Instance Name: You can enter an instance name for using in Action Script. Step 10: Select the text box and set its options from the Property Inspector as below. Show Boarding Around Text Instance Name Character Embedding Maximum characters Line Type Render Text as HTML Step 11: You can click the Embed... button on the Property Inspector and specify the range of characters you want to embed. Character Embedding Flash embeds font information in the finished file. Specifically, the outlines of the font, which are then used to draw the text. For dynamic and input text fields, Flash stores the names of the fonts you selected and then the Flash Player searches for those names on the user’s computer. Obviously, if the user doesn’t have those fonts installed, the Flash Player won’t be able to find them. Step 12: Give an instance name to the text box as input_txt. Step 13: Now; add a dynamic text field under input text. Select the dynamic text box and set its options from the Property Inspector as in the picture. In addition, change the instant name as dynamic_txt. 54 Adobe Flash CS3 Step 14: Add a new layer and change its layer name as “Action”. Write the following code at the first frame of Layer Action. 1 input_txt.addEventListener(Event.CHANGE, changeHandler); 2 function changeHandler(e:Event){ 3 dynamic_txt.text = input_txt.text; } Line 1: Line 2: Line 2: Creates a new event listener which calls the function changeHandler whenever the text of the input_txt text box has been changed. Header of the function changeHandler. dynamic_txt gets the text of input_txt. Step 15: Test the movie by pressing Ctrl + Enter. Type a name into the input text field. As you type into the input text field, the dynamic text displays what you’ve typed. Working with Buttons One major application of Adobe Flash is to create interactive buttons that have mouse events animations effects. You can import animations, images, texts and drawing objects in it. Buttons are actually four-frame interactive movie clips. When you select the button behavior for a symbol, Flash creates a Timeline with four frames. The first three frames display the button’s three possible states (Up, Over, Down); the fourth frame defines the active area of the button (Hit). The Timeline doesn’t actually play; it reacts to pointer movement and actions by jumping to the appropriate frame. Simple Button Step 1: Open a new blank flash file (Ctrl+N). Step 2: Create a new symbol in the library. Choose Insert>New Symbol or Ctrl + F8. Select Button as a type of the symbol. Name your button as button_simple. Alternatively, firstly you can draw an object in the Stage and then convert it to a symbol. After selecting the object, Modify>Convert the Symbol or press F8. Working with Text and Buttons 55 Step 3: The symbol editing window will open 4 frames: Up, Over, Down, and Hit. Up Determines what the button looks like in an inactive state, when the pointer is not over the button. Over Represents the button’s appearance when the pointer is over the button. Down Determines the appearance of the button when it is clicked but not released yet. Hit Defines the area that responds to the mouse click. This area is invisible in the SWF file. The mouse pointer takes a hand view inside this area. Step 4: In the Up frame, Draw a rectangle on the Stage by using Rectangle Tool. Select outline, stroke color and line size. Type UP in the rectange. 56 Step 5: Insert a Keyframe (F6) in the Over frame and create a button for that state. Step 6: state. Insert a Keyframe (F6) in the Down frame and create a button for that Adobe Flash CS3 Animated Button Step 1: Open a new blank flash file (Ctrl+N) and change the name of Layer 1 to Button. Step 2: Select the Rrectangular Tool. Set the properties of rectangle as shown in the picture and draw a shape on the Stage. Step 3: Convert your rectangular shape to a button. Press F8 when the shape is selected and chose Button in the Convert to Symbol dialog box. Step 4: Duble click the button or right click the it, and select Edit in Place from the pop-up menu to see the button’s own frames. Step 5: Every button has a Timeline with four frames that represent four states of the button: Up, Over, Down, and Hit. Insert Keyframe by pressing F6 on each state. Step 6: Click the Over state, select the button and press F8 to convert it to a movie clip. Select Movie Clip as a type in the Convert to Symbol dialog box, and then click OK. Right click the button again and then select Edit in Place. Step 7: Change the name of Layer 1 to Main. Create another layer with the name Copy. Select, the layer Main, select the rectangle on the Stage. Right click the rectangle and then select Copy. Select the layer Copy and then right click on the Stage and select Paste in Place. Step 8: Select the frame 10 of the Copy and Main layers, and ınsert a Keyframe. Create a Motion Tween between frame 1 and frame 10 for the layer Copy. Working with Text and Buttons 57 Step 9: Select the last frame of the Copy layer and enlarge the rectangle on the Stage a little bit with the Free Transform Tool ( ). Step 10: Click the last frame of the Copy layer, select Motion Tween from Tween Type in the Properties panel. Type 100 in the Ease box to make it a little smooth. Step 11: While the frame 10 of the layer Copy is still selected click the button, click the Color drop down arrow in the Properties panel and then set the Alpha value to 0. It makes your symbol invisible. Step 12: Now click Symbol 1 to turn back to symbol 1. Select the Down state, and change the color of the rectangle to red. Step 13: Click Scene 1 to turn back to scene 1. Select the Text Tool and type click me on your button. Step 14: Press Ctrl + Enter to test your animated button. Practice 1: Football Teams Prapare Flash document to show the pictures of your favorite footbal teams. Whenever you click a button, the related teams should appear on the screeen. 58 Adobe Flash CS3 Project 1: ASCII Convertor ASCII stands for American Standard Code for Information Interchange. ASCII codes represent text in computers, communications equipment, and other devices that work with text. Make a Flash program with an input text field and a dynamic text field to convert a text to its equivalent ASCII codes. Use the input text field to obtain the user’s entry as a text, and display the ASCII codes in the dynamic text field. The following code reads any keyboard hit in the input text field and display the ASCII code of the key. You can use this event listener to complete your program. input_txt.addEventListener(KeyboardEvent.KEY_UP, convert); function convert(event:KeyboardEvent):void { trace (event.charCode); } Working with Text and Buttons 59 Review Questions 1. Which one of the following is not a type of Flash text? a) Static b) Input c) Output d) Dynamic 2. What is the advantage of using device fonts? a) Smaller file size b) Different appearance c) Smoother appearance d) HTML renderingl 3. Which one doesn’t appear in the Property Inspector when an input text field is selected? a) Show Boarding Around Tex b) Maximum characters c) Instance Name d) Minimum characters 4. Which key combination is used to add a new symbol to the Library? a) Ctrl + F5 b) Ctrl + F8 c) Shift + F5 d) Alt + F9 5. Which key combination is used to convert a shape to a symbol? a) F5 b) F6 c) F7 d) F8 6. Which state determines the button state when the mouse cursor is taken over it and the mouse button is pressed a) Up b) Over c) Down d) Hit 7. Why do you increase the ease value. a) b) c) d) For playing a movie easily For brightness For making a smooth motion For alpha effect 8. How can open the Library? a) Window>Library b) Window>Stage>Library c) Control>Movie>Library d) Edit>Library 9. How can you change the dimensions of a Flash document? a) Modify>Document b) Control>Test Movie>Dimensions c) Window>Library>Dimensions d) File>Change dimensions 10.Use ____________ fonts as an alternative to embedding font outline information. a) system b) postscript type c) true type d) device 60 Adobe Flash CS3 Using Sound and Video Sound and video files add new dimensions to your projects. Adobe Flash is a powerful tool to create presentations for web with video and sound. Adobe Flash offers several ways to use sound: Make sounds that play continuously, independent of the Timeline. Use the Timeline to synchronize animation to a sound track. Add sounds to buttons to make them more interactive Make sounds fade in and out for a more polished sound track. Your are going to create a Flash movie about five football stars in this chapter to learn using sound and video in Adobe Flash. Step 1: Create a new Flash document, and change the dimensions of the Stage to 650 px X 529 px. Modify>Document. Step 2: Import the picture background.jpg to the Stage as a background image. File>Import to Stage (Ctrl+R). Flash imports the background image to the centre of the Stage. Step 3: Resize image to fit the stage. Select the image and set the X and Y values as 0, W to 650, and H to 529 form the Properties. You can also resize the image manually with Free Transform Tool. Step 4: Change the name of Layer 1 to Background. Lock the layer Background to prevent yourself from editing it accidentally. Insert a Keyframe at the frame 30 of the layer Background. Step 5: Insert a new layer and name it as Buttons. Now you’ll import thumbnails for each football star to create animated buttons. Step 6: Let’s import the picture of our football stars. Select the first frame of the Buttons layer, and import the picture figo.jpg to the Stage. File>Import>Import to Stage. Step 7: While the figo.jpg image is still selected, in the Properties panel, enter 25 for X and Y values to locate the image at the left-top corner of the Stage. Step 8: Covert the figo.jpg image to a Button. Modify>Convert to Symbol. Name the symbol as figo and select Button as a type in the Convert to Symbol dialog box and then click OK. Flash CS3 Professional filters (graphic effects) let you add interesting visual effects to text, buttons, and movie clips.Those effects include “drop shadow”, “blur”, “glow”, “bevel”, “gradient glow”, “gradient bevel”, and “adjust color”. 62 Step 9: Double-click the button figo. The four states (Up, Over, Down and Hit) appears. Select the figo image and convert it to a symbol to apply filters. Choose Modify>Convert to Symbol. The Convert to Symbol dialog box opens. In the Name box type figo_mc, select Movie clip as a type and then click OK. Adobe Flash CS3 Step 10: In the Filters panel, click the Add Filter icon ( ) and select Drop Shadow from the menu. Set the Blur X and Blur Y values to 10, the Distance to 10, the Quality to High. Step 11: Add a Keyframe to the Over, Down and Hit states. Step 12: Now select the Over frame and then select the figo image. In the Properties panel, in the Color drop-down menu select Brightness and set the brightness value to -30. Step 13: Select the Down frame and then select the figo image. Press the Right Arrow and Down Arrow key four times to slightly move the image to right and down when the left mouse button is being pressed on the image. Step 14: Select the Filters panel. Set the Blur X and Blur Y values to 5, the Distance value to 5. Now the figo button is ready. Click Scene 1 to turn back to Scene 1. Select the figo button. In the Properties panel, in the Instance name box type figo_btn. Press Ctrl+Enter to see how the figo button works. Step 15: Repeat the steps from 6 to 14 to create the Henry (X:25, Y:180), Kaka (X:46, Y:330), Shevchenko (X:190, Y:370) and Tuncay (X:325, Y:395) buttons. Your work should look like the following. Working with Sound and Video 63 Importing Video Adobe Flash CS3 is a powerful tool for incorporating video footage into web-based presentations. Flash Video offers technological and creative benefits that let you use video together with data, graphics, sound, and interactive control. Flash Video lets you easily put video on a web page in a format that almost anyone can view. Step 16: Add one more layer and name the layer as Video player. Step 17: While the Video player layer is still selected, import the first movie. Choose File>Import>Import Video. The Import Video dialog box opens. Click the Browse button to and find the file figo.flv and then click Next. Step 18: Select Progressive download from a web server and then click Next. Step 19: In the Skin drop-down list select SkinUnderPlayStopSeekMuteVol.swf and select Orange (#FF3300) as a color. Click Next and Finish to complete importing video. 64 Adobe Flash CS3 Step 20: Select the Video player. Set X value to 210 and Y value to 55. Press Ctrl+Enter to see the result. When you start presentation the figo.flv movie starts playing immediately. Select the Video player, and in the Parameters panel set autoPlay to false. Step 21: Insert a Keyframe at frame 5. Set the autoPlay feature of the FLVPlayer to true. Step 22: Insert a Keyframe at frame 10. Change the source item of the FLVPlayer to henry.flv. Be sure that autoPlay is set to true. Step 23: Repeat step 17 for the frames 15, 20, 25, to add video files kaka.flv, shevchenko.flv, and tuncay.flv. Creating Labels Now you’ll create a label for each football star in different frames to move the Playhead to the appropriate frame to play video when you click a button. Step 24: Add one more layer for labels and ame the new layer as Labels. Step 25: Insert a Keyframe at frame 5 in the Labels layer. While frame 5 is still selected, in the Properties panel, in the Frame Label box type figo. Do the same for frames 10, 15, 20, 25 and name the labes as henry, kaka, shevchenko, and tuncay. Working with Sound and Video 65 Adding Action Script Step 26: Insert a new layer with the name Actions. Right-click frame 1 in the Actions layer and then select Actions. Actions Panel for frame 1 opens. In the first line, type stop(); to stop the presentation at the beginning. Add the following code to create a listener for each button to listen the clicks, and create a function for each button to play the appropriate video. Event listeners (event handlers) are functions that Flash Player executes in response to specific events (when a specific event occurs). Some MouseEvent constants are CLICK, DOUBLE-CLICK, MOUSE_DOWN, ROLL_OUT, MOUSE_WHEEL, MOUSE_OUT, MOUSE_OVER, ROLL_OVER, MOUSE_UP, MOUSE_MOVE, ROLL_OUT, ROLL_OVER. Functions are blocks of code that carry out specific tasks and can be reused in your program. You can import the following sound file formats into Flash: WAV (Windows only), AIFF (Macintosh only), and mp3 (Windows or Macintosh). If you have QuickTime 4 or later installed on your system, you can import some additional sound file formats too. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 stop(); this.kaka_btn.addEventListener(MouseEvent.CLICK, kakaButton); function kakaButton(event:MouseEvent):void { gotoAndStop("kaka"); } this.shevchenko_btn.addEventListener(MouseEvent.CLICK, shevchenkoButton); function shevchenkoButton(event:MouseEvent):void { gotoAndStop("shevchenko"); } 17 18 19 20 this.tuncay_btn.addEventListener(MouseEvent.CLICK, tuncayButton); function tuncayButton(event:MouseEvent):void { gotoAndStop("tuncay"); } this.figo_btn.addEventListener(MouseEvent.CLICK, figoButton); function figoButton(event:MouseEvent):void { gotoAndStop("figo"); } this.henry_btn.addEventListener(MouseEvent.CLICK, henryButton); function henryButton(event:MouseEvent):void { gotoAndStop("henry"); } Adding Sound You can use sound in Flash CS3, in several different ways to make your work more interesting and involving. You can import sounds and edit them after they are imported. You can attach sounds to different kinds of objects and trigger them in different ways, depending on your desired effect. There are two songs to be added to this project: Champions.mp3 and UEFAOfficial Theme.mp3. You’ll add two buttons from Common Libraries, change their text, and import sounds with them. Step 27: We add to buttons from the buttons library to play the mp3 files. Select the Buttons layer. Choose Window>Common Libraries>Buttons to opens the LibraryButtons.fla dialog box. Double-click the buttons tube folder to open it and move the tube purple and the tube yellow buttons onto Scene 1. 66 Adobe Flash CS3 Step 28: Change the text of buttons. Double-click the purple tube button first. You see that the text layer is locked. Unlock the text layer and replace the text with Champions. Change the text of tube yellow button to UEFA – CL. Step 29: Import the sound files We Are The Champions.mp3 and UEFA Official Theme.mp files to the Library. Choose File>Import>Import to Library. Step 30: Double click the Champions button. Select the Down state of the center layer. In the Properties panel, click the Sound drop-down arrow and select We Are The Champions.mp3. Step 31: Do the same for the UEFA – CL button. But this time select the UEFA – Official Theme.mp3. Step 32: Your FootballStars project is now ready. Press Ctrl+Enter to see the result. Practice 1: Football Stars There are five football stars in the project; Figo, Henry, Kaka, Shevchenko and Tuncay. Add your favorite football star to this project. There is an empty place for the picture of your football star at the right-bottom corner of the Scene. Add one more sound button and import a sound file to play with your button. You can download the picture and video about your football star from the Internet. Project 1: Bad Habits Using the skills you have learned in this chapter, create a presentation about the following topics: Drug addiction kills people! Drinking alcohol is mother of all disasters! Stop smoking, start living! Create a button and find a video for each topic and add sounds. Your project should explain what a wonderful life we have without these bad habits. Working with Sound and Video 67 Review Questions 1. Select _____________ tool on the Tools bar to expand the image. a) Rotate b) Transform c) Free Transform d) Lasso 7. To navigate to a frame without using its frame number use a ____________. a) Insert Name b) Insert Label c) Frame Name d) Frame Label 2. You can select different skins for FLV Player. a) True b) False 8. How to open button common libraries? a) Window>Common Libraries>Buttons b) Window>Common Libraries>Classes c) Insert>Common Libraries>Buttons d) Window>Library>Buttons 3. Filters can be applied only to symbols. a) True b) False 4. Add Filter icon ( panel. a) Properties c) Options 9. ________ adjusts the transparency of the instance, a) Brightness b) Tint c) Alpha d) Ease ) is located on the____________ b) Filter d) Parameters 5. ________ adjusts the relative lightness or darkness of an image. a) Brightness b) Tint c) Alpha d) Ease 10.________ component lets you quickly add a fullfeatured FLV or mp3 playback control to your Flash movie. a) FLVPlayer b) FLVPlayback c) MP3Player d) MP3Playback 11.According to the screen image below, what is the length of the sound in seconds? 6. How to import a video? a) b) c) d) Insert>Import>Import Video File>Import>Import to Stage File>Import>Import Video Edit>Import>Import to Stage a) 5.7 c) 21 68 b) 8.5 d) 121 Adobe Flash CS3
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