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In the below example we will learn a simple method of creating and applying classic tweens and motion tweens. Frame by Frame animation is used for character animation sequences.

In this method, we create and edit each frame one by one while moving the character ahead in the sequence. This function helps in viewing the sketch of the last designed frame as a source point. This type of animation is complex yet very accurate and precise. Also, the user should have the knowledge of FPS frame per second term. This term is the measure or the rate of frames that are played in one second. The default FPS in any document is 24fps.

In the above article, we studied the core features of Adobe Flash CS6 professionals in detail. We also learned the fundamentals and basics of creating a proper animation sequence. Having a sound understanding of the program is very important to create a conventional and appropriate animation clip. You may also have a look at the following articles to learn more �.

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By closing this banner, scrolling this page, clicking a link or continuing to browse otherwise, you agree to our Privacy Policy. Submit Next Question. Price View Courses. Free Adobe Flash Lessons - Tutorials. How to Create a Simple Slideshow Learn how to create a simple slideshow that has images that fade in and fade out in this free Flash lesson. How to Create Animated Glowing Text Learn how to create animated glowing text in this free digital art tutorial. How to Create a Shooter style Video Game- Part 1 Learn how to create the code for a shooter style video game in part one of this video tutorial.

How to Create a Shooter style Video Game- Part 2 Learn how to animate the characters in your shooter style video game in part two of this video tutorial. How to Create a Shooter style Video Game- Part 3 Learn how to add a background to your shooter style video game in part three of this video tutorial. How to Create a Shooter style Video Game- Part 4 Learn how to add lives, score, and a Game Over to your shooter style video game in part four of this video tutorial.

How to Create a Shooter style Video Game- Part 5 Learn how to add sounds to your shooter style video game in part five of this video tutorial. How to Create a Shooter style Video Game- Part 6 Learn how to add a title screen to your shooter style video game in part six of this video tutorial.

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Page 10 Contents Page 11 Introduction This part of Flash Help includes several step-by-step tutorials, designed to teach you the fundamentals of Flash. Macromedia recommends that you go through the lessons using the sample files provided. The path to the sample file is provided in each lesson.

Page 12 Introduction You can move panels around, and resize them, as follows: You can undock a panel by clicking the upper-left corner of the panel, in the title bar, and dragging the panel to another location in The Pencil tool appears in the panel, because using the tool was your last action.

You can add a keyframe to a document when you want the Flash content to change in some way in that frame. Then press Enter Windows or Return Macintosh. In the Timeline, click the Content layer name to select that layer. With the Selection tool selected, drag the Title movie clip, which contains a bitmap image and vector graphic, from the Library panel to the Stage and align it on top of the gray bar at the top of the Stage that contains Page View Object Properties View object properties When you add an object to the Stage, you can select it, and then view and change its properties in the Property inspector.

The type of object selected determines which properties appear. For example, if you select a text object not a text graphic, which you use in this lesson , the Property inspector displays settings such as font, type size, and paragraph formatting, which you can either view or change.

Page 21 In the Play Video dialog box, verify that Relative is selected. Select video, which is the instance name that you gave to the video clip, and click OK. On the Stage, click the Pause movie clip instance to select it. With its hierarchical tree structure, the Movie Explorer provides information about the organization and flow of a document.

If necessary, enlarge the Movie Explorer to view the tree structure within the pane. Page Test The Document Test the document As you author a document, you should save and test it frequently to ensure the Flash content plays as expected.

When you test the SWF file, click the video control buttons to see if the video stops, plays, and rewinds as expected. Page 24 View object properties Add video control behaviors Use the Movie Explorer to view the document structure Test the document Find help To learn more about Flash, take another lesson. Basic Tasks: Create a Document You'll learn how to create a file and modify its settings, import and add graphics to the Stage from the library, and create layers in Part 1.

Copy the FlashBanner folder to another location on your hard disk to which you have access. Inside this folder are three directories for each part of this tutorial: Part1, Part2, and Part3. The application, a Flash banner for a gnome website, looks like this at the end of Part 1: The completed banner at the end of Part 1. SWF files are the files that you can put online when you embed it in a web page. The Macromedia Flash Player plug-in then displays the SWF file, so your website visitors can view or interact with the content.

Page 31 Around the Stage you see a variety of panels. The panel on the left is called the Tools panel see the following figure. This panel includes tools you can use to create and modify documents, such as tools you use to draw and make selections.

Page 32 Bureau's page on Interactive Marketing Units at www. Select the Templates tab and select the Advertising category. Basic Tasks: Creating a banner, Part Page Importing Graphics Click OK when you finish entering the new dimensions to return to the authoring environment.

When you return to the authoring environment, notice how the dimensions of your document change. You can also change the current document's background color and frame rate directly in the Property inspector, without going to the Document Properties dialog box.

Page 34 You'll see the Import dialog box see the following figure , which enables you to browse to the file you want to import. Browse to the folder on your hard disk that contains an image to import into your Flash document. Page 35 Click the Selection tool, and select the instance on the Stage. If you look at the Property inspector you'll notice that you can modify the image's width and height, as well as the image's X and Y position on the Stage.

When you select an object on the Stage, you can see and modify the current coordinates in the Property inspector see the following figure. Page Introducing Layers And The Timeline Setting new coordinates moves the upper-left corner of the image to the upper-left corner of the Stage. You can drag the bitmap image around the Stage using the Selection tool instead of changing coordinates in the Property inspector.

Use the Property inspector when you need to set a specific position for an object, like you did in this step. Page 38 Creating a new layer In just about any Flash project where you use imported graphics and animation, you'll need to create at least a few layers.

You need to separate certain elements onto their own layers, particularly when you start to animate objects. Then you dragged the image onto a selected layer on the Stage. You can also import assets directly to the Stage instead of into the library. Page Test The Application Move the star. Move the star. Page Summary Click the close button of the window that contains the SWF file to return to the authoring environment.

Find the folder on your hard disk where you saved banner. When you open this folder, you should see an additional SWF file called banner. Page 42 Basic Tasks: Creating a banner, Part You successfully completed Part 1 of this tutorial, where you created, set up, and imported content into an FLA file.

Page 45 Copy the FlashBanner folder to another location on your hard disk to which you have access. Double-click the file to open it in Flash.

Page Adding Text This file contains an animation in a movie clip, text, an invisible button, and the assets that you imported in Part 1 of this tutorial. The movie clip instance contains a graphical instance that you animate. Text fields contain static, stylized text that you display on the Stage. The invisible button covers the entire Stage, and it lets your visitors click the banner and open a new web site.

Page 47 You can add any of these types of text using the Text tool. For this exercise, you will add some static text to the Stage for decorative purposes. To add static text, follow these steps: Open the banner. Page 48 When you finish, the text should be similar in size and in position to the text in the following figure. Add some static text to the banner. Select any font you want to use. Select the Text tool again, and type Underpaid? As you discovered in Part 1, a symbol can be a graphic, button, or movie clip, and you can then reuse it throughout the current FLA or other FLA files.

You might see a smaller dialog box without the advanced linkage and source information when you convert a symbol. Select the Movie clip option, and click OK. In Part 1 you added assets to a frame on the Timeline. Page 52 Double-click the join us symbol instance on the Stage. This opens the symbol in symbol-editing mode see the following figure. In this mode, you see the movie clip symbol's timeline, which runs independently of the timeline for the main FLA file the one you saw before double-clicking the symbol.

Page 53 Scene 1 refers to the main timeline of the FLA file. You can click this button on the edit bar to return to the main timeline. The names after it point to the symbol that you're editing. If the symbol is nested within other symbols, this path might contain several names. Change the brightness of the movie clip instance. The brightness changes for the instance on Frame The instances on Frames 1 and 30 do not change.

This means that you can now add a motion tween that animates the brightness value between Frames 1 and 15, and then from Frames 15 to Page 55 You can create several kinds of animation in an FLA file, such as motion tweens, shape tweens, and frame-by-frame animation. In this tutorial, you will create a motion tween.

A motion tween is an animation where you define properties such as position, size, and rotation for an instance at one point in time, and then you change those properties at another point in time. A quicker way to test your SWF file is to use keyboard shortcuts. Notice how it loops, appearing to fade in and out because of the change in brightness. Page 57 Select No Color, as shown in the following figure. Doing so disables the rectangle's outline.

Select No Color for the stroke color control. Drag the mouse diagonally across the Stage to create a rectangle.

The size of the rectangle does not matter�you'll resize it later using the Property inspector. Page 58 Double-click the new button on the Stage to enter the Symbol-editing mode. The rectangle is currently on the first Up frame of the button you created. This is the Up state of the button�what users see when the button sits on the Stage. Instead, you want the button not to have anything visible on the Stage.

Page Writing Simple Actions Writing simple actions You need to add some simple ActionScript to your banner in order for the invisible button to open a website or send information about how many clicks the banner has received.

There are several different places you can add ActionScript in a Flash document. Page 60 Before you add the code, you need to give the button a unique instance name. The instance name enables you to target the button with ActionScript code.

If you don't name the button, your code doesn't have a way of targeting the button from the timeline. The first step is to assign the invisible button an instance name, and then you add code that targets that button using its name. Test the application Now you have a Flash banner, with graphics and animation, which also reacts to button clicks.

You have completed your first interactive and animated Flash document. Page Summary Summary Congratulations for completing the next step of creating a banner in Flash. You used the Flash authoring tool to add text, create symbols, animate on a timeline, and add interactivity to your application. In Part 2 of this tutorial, you learned how to use the Flash workspace to accomplish the following tasks: Create text. In this final part, you learn about file size, banner standards, how to set publish settings, how to add the banner to a Dreamweaver web page, and how to add Macromedia Flash Player detection.

Page 66 Review the completed project In the completed project, you will see the structure that makes up the finished project for Part 3 of this tutorial. The application, a Flash banner inserted into an HTML page for a gnome website, looks like this at the end of Part 3: The completed banner for Part 3 By the end of Part 3 of this tutorial, you will add the banner that you Page Considering Your Audience Considering your audience When you create a site, you often need to follow certain guidelines for submitting a Flash banner.

For the purposes of this article, following established advertising guidelines is not a great concern because you're not submitting the banner to a company for advertising purposes. This section briefly explores some of the considerations you might have when creating a banner in a real-life project, or a project for wide distribution.

Page Checking Your Publish Settings The purpose of this article is understand how to create Flash content, export it from Flash, and add it to your own website. The lesson to draw from considering banner guidelines is that you need to consider your audience. Whenever you create a Flash site, think about the kind of people who will see the content�much like when you create any website. Page 69 In earlier parts of this tutorial, you made changes in the Document Settings dialog box.

You set the dimensions and frame rate fps for the SWF file. In this final section, you will make sure that the Flash Player setting you want to target is correct, and that you export the files you need. Many Flash developers make these settings when they start the FLA file, because they are aware of what they need to output and target. Page 70 In the Options section, select Compress movie. You do not need to make any other selections on the Flash tab. When you finish, click OK to accept the changes to your document.

We have created a page for you to use for the purposes of this exercise, which is ready to have a banner of this size placed on it. Page 72 This is where you want to add the Flash banner to the website. Select the large image placeholder on the right side of the web page in Dreamweaver. Notice that the dimensions are the same as your banner file.

Press the Backspace or Delete key to delete the image. Leave the text selection pointer at that position in the HTML document. Page Using Roundtrip Editing Using roundtrip editing By now, you might want to change something in your Flash banner.

Say you want to change the frame rate, or add some more text. It's easy to return to Flash to edit the document from Dreamweaver. In gnome. When you have a site that uses Flash primarily for functionality, you might want to send that user to a custom page that links to the Macromedia site, where the user can download the player. When selected, this option effectively means "assume that the visitor has the plug-in, unless the browser explicitly indicates that the plug-in is not present.

Page Test The Application Test the application Now you have a Flash banner, with graphics and animation, which also reacts to button clicks. You have completed your first interactive and animated Flash document, and then you inserted it into a website using Dreamweaver. Let's take a look at the banner in action, within a browser window. Page Summary Summary Now you have completed your first Flash site and inserted it into a Dreamweaver web page.

You have learned how to create a new file, import content, create new assets in Flash, add simple animation and ActionScript, and publish your work for the web. You also learned how to use Dreamweaver to insert the SWF file into an existing web page, probably one that's similar to a simple page you've created in the past. Page 78 Basic Tasks: Creating a banner, Part Select the Trio Motor Company logo along the top of the Stage.

However, when content on the web page changes, most screen readers will begin reading the web content all over again. Accessibility settings now appear in the Accessibility panel. Page 85 To create a tab order in this lesson, use one of the following procedures. To create a reading order along with a tab order, follow the procedure to control the tab order and reading order using ActionScript.

The tab index number that you entered appears next to the instance on the Stage. A tab order created with ActionScript, rather than the Accessibility panel, does not appear when Show Tab Order is enabled. Page About Testing Your Document With Screen Readers Change static text to dynamic text for accessibility Control the order in which users navigate with the Tab key Control the reading order with ActionScript Macromedia maintains an extensive website devoted to accessibility.

For more information about accessibility with Macromedia products, see the Macromedia accessibility website at www. Page Select A Layer Select a layer You place objects, add text and graphics, and edit on the active layer. To make a layer active, you either select the layer in the Timeline or select a Stage object in the layer. The active layer is highlighted in the Timeline, and the pencil icon indicates it can be edited. When hiding layers, you have the option of hiding all layers in your document simultaneously or hiding layers individually.

Click the eye icon above the layers so that a red X appears in the Eye column. In the Timeline, click the Car layer.

Click Insert Layer below the Timeline. The new layer appears above the Car layer and becomes the active layer. Double-click the layer name, type Background as the new name for the layer, and press Enter Windows or Return Macintosh. The Timeline contains two layers that contain navigation objects: one for navigational buttons and another for navigational art. In the Timeline, select the Buttons layer. The mask layer and the layers it masks are automatically locked.

When you finish viewing the mask effect, close the SWF file window to return to your document. In the Timeline, with the Notes layer selected, click the Delete Layer button. Summary Congratulations on learning how to work with layers in Flash. In just a few minutes, you learned how to accomplish the following tasks: Select a layer. A Calculate button then adds the total cost. Click the input text field where users enter the quantity of CD players. Alt-click the input text field that you just dragged; Page Add And Name A Button Component Add and name a Button component Components are movie clips that offer an easy way of adding advanced functionality to your document without having to know advanced ActionScript.

Page Declare Variables And Values For The Prices Declare variables and values for the prices For your application to multiply the quantity of parts selected by the price of the part, you need to define a variable for each part in ActionScript.

The value for the variable is the cost of the part. In the Script pane, with the insertion point after the text that reads , press Enter Windows or Return Macintosh twice and type the ; Page Write A Function Write a function A function is a script that you can use repeatedly to perform a specific task.

You can pass parameters to a function, and it can return a value. In this lesson, every time your user clicks the Calculate button, a function will run that multiplies data in the input text fields and returns values in the dynamic text fields. Page Basic Tasks: Create an Application This tutorial teaches you how to use the layout tools in Flash to create a user interface. In the Tools panel, click the Selection tool.

On the Stage, click inside the upper-left corner of the blue text border and drag it to the intersection of the two guides. A small circle appears in the upper-left corner of the text border when you drag near the corner of the text border. You can easily resize the art to match the Stage size again. On the Stage, click the gray mountains to select them. Shift-click the blue banner at the top of the Stage to add it to the selection. Page Specify Snap Alignment Settings Specify snap alignment settings Snapping offers a way of precisely placing an object on the Stage by having the object affix itself to other objects and alignment tools.

Page Align Objects Using The Align Panel While keeping the car centered with the body text you should continue to see the center alignment guide , drag the auto in a straight line, toward the left of the Stage, until the guide snaps at the pixel border that you created previously.

Page Snap Objects To Each Other Snap objects to each other You can snap objects on the Stage to other objects on the Stage, thereby setting the alignment of objects to each other. Page Align Objects Using The Property Inspector Align objects using the Property inspector The Property inspector lets you precisely align objects on the x and y Stage axes, from the registration point of the Stage object.

The registration point is the point from which a symbol aligns or rotates. The grid does not appear when you test or publish your document. Page Chapter 9: Basic Tasks: Create Symbols And Instances Another benefit of symbols is that they allow you to create sophisticated interactivity. Page Create A Graphic Symbol Create a graphic symbol A graphic symbol is well suited for repeated use of static images, or for creating animations associated with the main Timeline.

Unlike with movie clip and button symbols, you cannot give instance names to graphic symbols, nor can you refer to them in ActionScript. You can modify the following instance properties for an individual instance without affecting other instances or the original symbol: color, scale, rotation, alpha transparency, brightness, tint, height, width, and location.

Page Modify A Symbol Modify a symbol You can enter symbol-editing mode by double-clicking any instance of a symbol.

Changes that you make in symbol-editing mode affect all instances of the symbol. Do one of the following to enter symbol-editing mode: On the Stage, double-click one of the car instances. In the Library panel, double-click the CarGraphic symbol. Page Create A Movie Clip Symbol Create a movie clip symbol A movie clip symbol is analogous in many ways to a document within a document. This symbol type has its own Timeline independent of the main Timeline.

You can add movie clips within other movie clips and buttons to create nested movie clips. Page Add An Effect To The Movie Clip Add an effect to the movie clip You can create an animation within a movie clip Timeline, in symbol- editing mode, that plays independent of the main Timeline.

You can add navigation to buttons by using behaviors or by writing ActionScript. Page Create A Button From Grouped Objects Create a button from grouped objects You can create buttons from text and graphics, including bitmap images and grouped objects. Page View The Hit Area By Enabling Buttons View the hit area by enabling buttons When the Enable Simple Buttons feature is active, you can view the less complex aspects of your buttons, such as the hit area the clickable area of a button and the colors used for the button states.

More complex button design, such as animation, does not play. In the Tools panel, select the Rectangle tool. The stroke and fill color for the rectangle are unimportant. On the Stage, draw a rectangle that covers, as closely as possible, the logo and text.

Verify that To Stage is not selected, because you do not want to align the buttons relative to the Stage. In the Timeline, click any frame between Frames 1 and In the Property inspector, select Shape from the Tween pop-up menu. Click OK. Move the mouse pointer over the instance of Button 1 to view the color animation that you created. Page View The Screen Hierarchy And Screen Timelines View the screen hierarchy and screen Timelines You add content to screens in much the same way that you add content to the Stage, but screens are nested movie clips, relying on a hierarchy, nested timelines, and inheritance.

All screens exist in the first frame of the root timeline, which is hidden, and all screen content loads on the first frame. All slide screen documents contain a presentation screen, which is at the top level of the screen hierarchy. Think of the presentation slide as a master slide: content on the presentation slide can appear in all slides in your document.

In the Screen Outline pane, select the presentation slide thumbnail. In the Timeline, select Frame 1 of the Navigation layer. From the Library panel, drag the NextBtn symbol to the screen, placing it within the black band at the bottom of the screen.

Page Add Screen Navigation Behaviors To Buttons Add screen navigation behaviors to buttons When you open a new Flash Slide Presentation, the document already includes functionality that lets users navigate between slide screens using the keyboard arrow keys. By default, keyboard arrow keys let you navigate between screens on the same level, not between nested screens. In the Screen Outline pane, select the title thumbnail. Page Add Content To A New Slide Add content to a new slide The features slide, as a child of the presentation slide, inherits properties from that slide.

Additionally, because the features slide is a parent to the three slides that you copied and pasted, content that you add to that slide appears on the three children slides. Page Test Your Presentation To add the Fly behavior, verify that the features slide is still selected.

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