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Introduction To Multimedia Adobe Flash CS6 Lab Manual: 2015-16 Semester 1
Introduction To Multimedia Adobe Flash CS6 Lab Manual: 2015-16 Semester 1
2015-16 Semester 1
Table of Contents
A. Introduction p. 1
About Flash
Create Animation
Publishing
Basic drawing
Text Tool
Transforming Text
Graphic symbol
Buttons symbol
ActionScript
Shape Tween
Mask
Spotlight
Motion Guides
Motion Tween
Motion Presets
Add Scenes
Load Movies
Brightness
Tint
Alpha
Remove background
A. Introduction
About Flash
What is Flash?
Web sites
Web-based applications
CD-ROM and interactive applications
Video
Characteristic of Flash
The native format of Flash is vector images, which can reduce the size of
graphic files.
Vectors are scalable
Flash provides streaming content over the Internet
Instead of waiting for the entire contents of a web page to download,
Flash provides streaming delivery method over the Internet, so that
computer begins playing the file as it continues to receive it, keeping
ahead so playback does not pause or break up.
Flash works on a movie metaphor
Metaphor is a figurative representation that links the content of a
screen to an established mental model.
p. 1
Menu Bar
Stage
Pasteboard
Properties Panel
(Properties inspector)
Tools Panel
Tools Area:
Drawing,
Paint,
editing, &
selection
tools
View Area
Colors Area
Options Area
Playhead
Timeline
p. 2
The followings are the important parts of the workspace: 1) Timeline, 2) Stage, 3)
Panels and 4) Tools Panel.
1). Timeline
The timeline is used to organize and control the movies content by specifying
when each object appears on the stage.
Insert
layer
Delete Layer
Try to:
1. Insert / rename / delete layers
2. Show/Hide All Layers (
all Layer as Outline ( )
) / Lock/Unlock (
Note: When you choose any of the layers, a pen icon will be displayed on the
layer.
p. 3
Playhead
Frames
Current Frame
2). Stage
Contains all objects that are seen by the viewer in the final movie.
You can draw objects on, or import objects to the stage.
3). Panels
Contains a set of tools used to draw and edit graphics and text.
Divided into four sections: Tools, View, Colors, and Option.
p. 4
Selection
Subselection
Free Transform
3D Rotation
Lasso
Tools Area:
Drawing,
Paint,
editing, &
selection
tools
Pen
Line
Pencil
Rectangle
Brush
Deco
Bone
View Area
Text
Paint Bucket
Eyedropper
Eraser
Hand
Zoom
Stroke Color
Colors Area
Options
Area
Fill Color
Tool Options
p. 5
Function
Selects objects on the work area; an object must be selected
before it can be modified.
Subselection
Text
Line
Rectangle
Oval
Pencil
Deco
Brush
Ink Bottle
Paint Bucket
Eyedropper
Eraser
Hand
Zoom
p. 6
(Note: If the Properties Panel is not showing the document setting, click on the
stage first, then it will activate the document setup window.)
p. 7
Create Animation
Starting Keyframe
Ending Keyframe
Basic animation requires two keyframes: the starting keyframe and the ending
keyframe. A keyframe is a frame in which you define a change to an objects
properties for an animation or include ActionScript code to control some
aspect of your document.
The number of frames between two keyframes determines the length of the
animation.
In Flash CS6, there are 3 methods for creating an animation sequence in Flash:
classic tweening, shape tweening and motion tweening. In this course, we focus
on classic tweening and shape tweening.
In classic tweening, you define properties such as position, size, and rotation
for an instance (editable copies of symbols that are placed on the stage), group,
or text block at one point in time, and then you change those properties at
another point in time.
In shape tweening, you draw a shape at one point in time, and then you
change that shape or draw another shape at another point in time.
p. 8
4. Click the ending keyframe on the layer of the timeline, and then insert
keyframe (Insert on the menu bar > Choose Timeline > Click Keyframe or
by right-click Insert Keyframe).
5. Modify the content in the ending keyframe.
p. 9
Tutorial B1
Creating a Flash Movie (Classic Tween)
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. Click File and Save it as tween-motion.fla.
3. Click Fill Color Tool (
).
5. Use Oval Tool to draw a circle on the left hand side of the stage.
6. Select Frame 1 on Layer 1 of the timeline.
7. Click Insert on menu bar > Choose Classic Tween.
p. 10
Flash movies are viewable through a browser. The browser must have the
Flash Player plug-in. Web users must download (www.adobe.com/downloads/)
and install the player in order to view and interact with Flash content.
Flash movies can be saved as executable files, called projector, which can be
viewed without the need of Flash Player.
Publishing
Output File Formats
Save:
*.fla
Flash documents, which have the .fla filename extension, contain all the
information required to develop, design, and test interactive content. It
can be modified.
Publish:
*.swf
The Shockwave file, in order to view your Flash movies on the Web,
you must change the movie to a Shockwave file (.swf) format.
p. 11
*. html
It is an HTML Wrapper. Flash generates the HTML code that references
to its Shockwave file.
*.exe
It is a stand-alone projector file for Windows. It cannot be modified.
*.app
It is a stand-alone projector file for Mac. It cannot be modified.
For example,
Code specifying the Shockwave movie that the browser will play
Tutorial B1 (contd)
Publish a movie
Steps:
14. Find and Open the Flash file tween-motion.fla if you have closed it.
15. Click File on the menu bar > Click Publish.
16. Locate and open (by double-click) the tween-motion.html which you have
just published.
p. 12
(Note: tween-motion.fla - the Flash movie file which you can modify
tween-motion.swf - the Flash Player file
tween-motion.html - the HTML document)
Create a projector (executable file)
Steps:
17. Open Flash program tween-motion.fla if you have closed it.
18. Click File on the menu bar > Publish Settings > Click Win Projector check
box > Click OK.
p. 13
Exercise B1
Requirements:
1. Open tween-motion.fla.
2. Insert a new layer and rename it to square.
3. Draw a square (any color) on the square layer.
4. Create a classic tween on the square layer and make the square move from
the top to bottom of the stage.
5. Save the movie.
p. 14
Basic Drawing
Selection
Subselection
Free Transform
Lasso
Pen
Line
Rectangle tool
Paint Bucket
Tutorial B2
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. Click File and Save it as tools.fla.
3. Click View on the menu bar > Grid > Show Grid
4. Use different tools such as Rectangle Tool, Oval Tool, Polystar Tool and
Line Tool to draw the followings:
p. 15
)
5. Click Selection Tool (
p. 16
7. Click Free Transform Tool ( ) > Click the Rotate and Skew option in the
Option section of the Tools panel.
8. Insert a new layer > Click Frame 5 and insert a keyframe in this new layer >
Use Pen Tool to draw an arrow like the followings:
p. 17
(Try to use Paint Bucket Tool to fill any color and use Ink Bottle Tool to
change the stroke color and style.)
p. 18
Transforming Text
Text is also an object, and can therefore be transformed like other objects in
Flash.
The entire block gets transformed.
Use Break Apart command to transform individual letters.
Break apart is a process of making each area of color in a bitmap image into a
discrete element you can manipulate separately from the rest of the image. Also,
the process of breaking apart text to place each character in a separate text block.
p. 19
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. Click File > Save it as text.fla.
3. Type a word Cat on the stage, you may change the font size (please choose a
bigger size), font type and font color.
4. Skew the text like the above picture by selecting the word Cat and click
Free Transform Tool (
).
5. Type another CAT on the stage, and fill each letter with different colors (Tip:
use the Properties panel)
p. 20
8. Change the word CAT with gradient color or multiple colors like picture
below.
p. 21
Color Panel
(Tip: Select each letter > Use Fill Color Tool (
or use Color Panel to change color)
Before
After
Create Classic Tween for the vertical word Hello so that it can fly from the right
to the left hand side of the stage starting from Frame 1 to Frame 10.
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. Click File and Save it as TextVnR.fla.
3. Click File > Import to stage / Import to Library > Choose any picture such
as winter.jpg.
4. Use Free Transform Tools to resize picture to make it the same size as the
stage.
p. 22
8. Use Text Tool to type a vertical Hello on the right hand side of pasteboard
like the picture below. (Tip: Use the Properties Panel to set the text attributes:
font size = 50, color = yellow, Text Direction button = Vertical.)
Hello
Steps:
p. 23
14. Right-click in Frame 1 on Layer R-Hello > Select Create Classic Tween.
15. Under the Properties window, select CW in the Rotate dropdown list and
type 2 in the times input box.
p. 24
Create Classic Tween for the word Welcome which can zoom from large to small
on the stage starting from Frame 21 to Frame 30 of the Welcome layer.
Steps:
20. Insert a new layer and rename it as Welcome.
21. Insert Keyframe in Frame 21 on Layer Welcome.
22. Type a BIG word Welcome (such as size = 95) on the stage.
23. Right-click in Frame 21 on Layer Welcome > Select Create Classic Tween.
24. Insert Keyframe in Frame 30 on Layer Welcome > Click Free Transform
Tool and drag the edge of the word Welcome to make it smaller.
p. 25
In order to create a smaller file size, Flash allows you to create symbol (including
graphic, button and movie clip) that can be re-used without adding file size.
Symbols reside in the Library.
Dragging a symbol from the Library to the stage creates an instance. Flash calls
the original a symbol and the copies instances.
p. 26
Up: A visual state representing how the button appears when the
mouse pointer is not over it.
Over: A visual state representing how the button appears when the
mouse pointer is over it.
Down: A visual state representing how the button appears after the
user clicks the mouse.
Hit: A special, non-visual state that determines the area of the screen
which the mouse sees as the interactive or hot area.
ActionScript
After you have created the button, you may need to add different actions to
this button. Actions can be implemented by ActionScript. ActionScript
is the scripting language of Adobe Flash. It allows you to create a
movie that behaves exactly as you want. It has its own rules of syntax,
reserves keywords, provides operators, and allows you to use variables to
store and retrieve information.
To add ActionScript, you can:
Click Windows on menu bar > Choose Actions to display Actions panel.
Action categories
Script pane
Code Snippets
Script Assist
3) Movie Clip
p. 27
p. 28
Tutorial D1
Create Graphic Symbol
1. Open a new Flash document (with ActionScript 3.0).
2. Click File and Save it as ball.fla.
3. Draw a ball on the stage as shown in the picture:
7. Open the Library Panel (if necessary) and find the ball graphic symbol in
the library. (To open the library panel, click Window > Choose Library).
8. Drag the ball symbol from the library to the stage so that your stage can
have another copy of the ball. The original is called symbol and the copy is
called instance.
p. 29
The symbol indicates that you are in the edit symbol mode
10. Change the color of the ball from red to green (select the red part of the ball,
and change the fill color of the ball from the Properties panel)
20. Enter symbol-editing mode to edit the ball movie (you can double-click
ball movie icon in the library to enter the editing mode or double-click the
blue ball on the stage.)
21. Add Classic Tween to make the ball turning (Hit: use Free Transform tool.)
p. 31
22. Click Scene 1 to exit the editing mode and return to normal mode.
23. Save your work and test the movie.
Tutorial D2
Create Buttons
1. Open a Flash document namely TextVnR.fla.
2. Lock all layers in order to protect them from being modified unintentionally.
3. Insert a new layer > Rename the layer as buttons.
4. Draw two red (any red) buttons like the following picture. One button is for
play and another is for stop.
p. 32
5. Select the Play button on the stage > Modify on the menu bar > Convert to
Symbol > Name the button as Playbutton > Choose the type Button > Click
OK to confirm and exit.
6. Click Edit on the menu bar > Choose Edit Symbols. After entering into
editing mode, you will see the button timeline like the following:
7. Select Frame Over > Right-click to Insert Keyframe. Repeat the same steps for
Frame Down and Frame Hit.
p. 33
Down: Green
Select Frame Hit and draw a rectangle (any color, same size or a little bit bigger
than the original graphic) to cover it.
8. Click Scene 1 to quit the edit mode.
9. Click Control in menu bar > Click Test Movie to play the movie.
p. 34
10. Select the Stop button on the stage > Click Modify on the menu bar > Convert to
Symbol > Name button as Stopbutton > Choose the type Button > Click OK to
confirm and exit.
11. Click Edit on the menu bar > Choose Edit Symbols. After entering into
editing mode, you will see the button timeline like the following:
12. Select Frame Over > Right-click to Insert Keyframe. Repeat the same steps
for Frame Down, and Frame Hit.
Change the color of different button states:
13. Select Frame Over and change color to yellow.
14. Select Frame Down and change color to green.
15. Click Scene 1 to exit the editing mode.
16. Click Control on the menu bar > Click Test Movie.
17. Save your work.
p. 35
p. 36
p. 37
The movie stops playing, because we assigned a stop action to the first frame
of the timeline, so the playhead stops playing. (Note: The piece of
ActionScript has been added to Frame 1 of the automatically-created Actions
layer.)
25. Open the Actions Panel. Select Playbutton, and then click Code Snippets.
26. On the Code Snippets Panel, expand Time Navigation, and then double-click
Click to Go to Frame and Play.
p. 38
p. 39
30. Open the Actions Panel. Select Stopbutton, and then click Code Snippets.
31. On the Code Snippets Panel, expand Time Navigation, and then double-click
Click to Go to Frame and Stop.
p. 40
p. 41
Note:
When Stopbutton has been clicked and released, the playhead will move to Frame 1
and the movie will stop there.
p. 42
E. Special Effects
Shape Tween
In classic tweening, we cannot change the shape of an object. But we can use a shape
tween to change a shape into another one over time.
Layer
Layers are located on the Timeline. They are used to organize and control the movies
content by specifying when each object appears on the stage.
Layer types:
1. Normal
It is the default layer type. All objects on these layers appear in the movie.
2. Mask
A layer that contains mask item(s) through which underlying masked
layer(s) are visible.
3. Masked
A layer that contains the objects that are hidden and revealed by a mask
layer.
4. Folder
A folder helps to organize layers.
5. Guide
Guide layers are used to create a path for animated objects to follow.
p. 43
Shape Tween
Tutorial E1 - circle becomes square, number 1 becomes 2
before
after
Steps:
1. Open a new Flash document.
2. Click File > Save it as ShapeTween.fla.
3. Rename Layer 1 to shape.
4. Use Oval Tool (
stage.
p. 44
Mask
Tutorial E2
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. File > Save it as Mask.fla.
3. Double-click Layer 1 on the Timeline panel and rename it to Photo, and
then click File > Import to stage (import any picture).
4. Insert a new layer and rename it to Text, and then type your name on the
stage.
5. Create mask: Right-click Layer Text on the Timeline > Choose Mask.
6. Test and Save the movie.
p. 45
Mask Spotlight
Tutorial E3
8. Right-click Frame 1 on Mask layer > Choose Create Classic Tween >
Click Frame 40 on the same layer > Drag the oval to the end of the sentence.
9. Select the Mask layer > Right-click to choose Mask.
10. Test and save the movie.
p. 46
Motion Guides
Tutorial E4
6. Click Frame 1 on the Guide layer > Draw a big S on the stage.
7. On the Guide layer, click Frame 40 > Right-click to choose Insert Frame.
8. On Layer Bean, click Frame 1 > Click Window in menu bar > Choose
Common Libraries > Choose Buttons > Locate and choose classic buttons >
Choose Ovals > Choose Ovals buttons - green.
p. 47
9. Drag the bean (green oval button) to the stage and over the beginning of the
path (big S) like the picture below. (Beans registration point must intersect
with the path).
10. On Layer Bean, click Frame 1 > Right-click to choose Create Classic
Tween > Click Frame 40 on the same layer > Right-click and Insert
Keyframe > Drag the bean to the end of the path (make sure that the
registration point intersects with the path).
11. Test and save the movie.
p. 48
Motion Tween
Tutorial E5
p. 49
p. 50
8. Move the image to another position of the stage (e.g. the top right corner).
9. Right-click Frame 20, choose Insert Keyframe, and then Scale.
10. Move the image to another position of the stage (e.g. the bottom right corner).
11. Use the Free Transform Tool to scale down the image.
12. Right-click Frame 30, choose Insert Keyframe, and then Rotation.
p. 51
13. Move the image to another position of the stage (e.g. the top left corner).
14. Use the Free Transform Tool to rotate the image.
15. Right-click Frame 40, choose Insert Keyframe, and then Rotation.
16. Move the image to another position of the stage (e.g. the bottom left corner).
17. Use the 3D Rotation Tool to rotate the image.
p. 52
Motion Presets
Tutorial E6
p. 53
9. On the Moton Presets Panel, choose Default Presets, and then bounce-out3D.
10. Convert the image into a movie clip by clicking Ok on the Convert
selection to symbol for tween dialog.
p. 54
Open the Scene Panel: Window > Other Panels > Scene
To add a Scene, choose Insert on the menu bar > Scene, or use the Scene Panel.
Existing content can be split into multiple scenes by copying and pasting
frames from one scenes timeline to another.
p. 55
Scenes
Tutorial F1 - Click a button jumps to a scene
(Before)
(After)
3. Click Window on the menu bar > Select Other Panels > Click Scene to open
the Scene panel.
p. 56
6. Click Menu in the Scene panel and notice that the timeline has changed to the
Menu scene.
7. Click Ch1 in the Scene panel and notice that the timeline has changed to the
Ch1 scene, which is blank.
8. Type a heading Chapter One in scene Ch1.
p. 57
p. 58
p. 59
p. 60
Create a back button in Chapter One and add actions to this button
20. Click the Scene list (
21. Right-click Frame 1 on Layer 1 to choose Actions > Assign a stop function
to Frame 1. (The stop statement will then be added to the Actions layer.)
p. 61
25. Select the Home button. Right-click Frame 1 on Actions layer to open the
Actions Panel.
26. Select Code Snippets. On the Code Snippets Panel, expand Timeline
Navigation, and then double-click Click to Go to Frame and Play.
p. 62
p. 63
Load Movies
Load Movie action can be used to load a movie. You can split a single movie into a
number of different movies and use ActionScript to load movies as needed. You must
know the name and location of the movie file you want to load.
p. 64
5. Specify the target movie file by replacing the filename placeholder with
Scenes.swf.
p. 65
p. 66
6. To remove the original movie from the screen before loading the target movie,
the following piece of ActionScript needs to be inserted.
p. 67
Flash is a vector-based application. All images and motion within the application
are calculated according to mathematical formulas. This vector-based format
results in smaller file size.
2. Bitmap graphics
Bitmap graphics describe images using colored dots, called pixels. Bitmap image
is based on pixels, not on a mathematical formula.
For example, the image of a leaf is described by the specific location and color
value of each pixel in the grid, creating an image in much the same manner as a
mosaic.
p. 68
Drawing
You draw graphics by using tools in Flash.
Image / Photo
Import images or photo into your Flash.
Changing the properties
You can change the brightness, tint, and alpha of the graphics; redefine how
the graphic behaves.
For example, changing the color and transparency of a graphic
p. 69
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. Save file as Photos.fla.
3. Rename Layer 1 to Photo1.
4. File > Import any photo and resize if necessary.
5. In Frame 1, Create Classic Tween > In Frame 10, Insert Keyframe.
6. Click Frame 1 > Select the photo > In the Properties Panel, choose Brightness
in the Style dropdownlist and set the Bright parameter to 100%.
7. Insert Keyframe in Frame 20 > Insert Keyframe in Frame 30.
8. In Frame 30, select the photo > In the Properties Panel, choose Brightness in
the Style dropdownlist and set the Bright parameter to 100%.
9. Save and test the movie.
p. 70
Red
Blue
Steps:
1. Use the same file.
2. Insert a new Layer and rename to Photo2.
3. In Frame 30 on Layer Photo2, Insert Keyframe > File > Import any photo
and resize if necessary.
4. Right-click the photo > Choose Convert to Symbol > Choose Graphic > OK.
5. Insert Frame in Frame 60 on the same layer.
6. Insert Keyframe in Frame 40 and Frame 50 of the same Layer.
7. Click Frame 30 on Layer Photo2 > Select the photo.
8. In the Properties Panel, choose Tint in the Style dropdownlist. Set the color
to green and the percentage to 50%.
p. 71
p. 72
9. Click Frame 95, select the photo > In the Properties Panel, choose Alpha in
the Style dropdownlist and set the percentage to 10%.
10. Remove Tween from Frame 75 to Frame 84.
11. Save and test the movie.
p. 73
Remove Background
Tutorial G2
) in Option.
7. Pick any point in a particular region using the Magic Wand > Right-click to
select cut or Press the Delete button on the keyboard to remove that region.
8. Save your work after you have finished.
p. 74
Importing sounds
You can place sound files into Flash by importing them into the Library for the
current document. The followings are the sound file formats that can be imported
to Flash:
Sound Type
.asnd (native sound format of
Adobe Soundbooth)
.mp3 (MPEG-1 Audio level 3)
.wav (Waveform Audio File)
Windows
Mac
, requires QuickTime 4 or
later
, requires QuickTime 4 or
later
, requires QuickTime 4 or
later
, requires QuickTime 4 or
later
.au (SunAU)
.mov (Sound only QuickTime
movies)
, requires QuickTime 4 or
, requires QuickTime 4 or
later
later
, requires QuickTime 4 or
, requires QuickTime 4 or
later
later
p. 75
Sound
Tutorial H1
Add background music
Steps:
1. Open a new Flash document (with ActionScript 3.0).
2. Save file as Sound.fla.
3. Rename Layer 1 to Bg.
4. File > Import a photo to the Library.
5. Drag the photo to the stage.
6. File > Import a music file to the Library.
7. Insert a new layer > Rename Layer 2 to music.
8. Click Frame 1 on Layer music.
9. Go to the Library panel > Click to select the desired sound file > Drag it to
the stage.
10. Save and test the movie.
11. Insert Frame in Frame 40 for both Layer photo and Layer music (to ensure
that the whole movie lasts for 40 frames).
12. You may repeat the background music several times or loop the background
music.
p. 76
13. To avoid the background music from overlapping, Event should be changed
to Start in Sync.
p. 77
Tutorial H2
Use buttons to Play and Stop sound
Steps:
1.
2.
3.
4.
5.
Insert a new layer in play button > Rename the layer to play sound.
6.
7.
8.
Drag the sound file from library to the stage. (make sure you have selected
down frame)
9.
10. Use Selection tool to select the Stop button. On the Properties Panel, type
btn_stop as the instance name.
p. 78
p. 79
p. 80
I. Video
To import video into Flash you must use video encoded in the FLV or H.264 format.
The Video Import Wizard (File > Import > Import Video) checks video files that you
select for import, and alerts you if the video might not be in a format that Flash can
play. In the event that the video is not in either the FLV or F4V format, you can use
Adobe Media Encoder to encode the video in the appropriate format.
Adobe Media Encoder
Adobe Media Encoder is a stand-alone encoding application employed by programs
such as Adobe Premiere Pro, Adobe Soundbooth, and Flash for output to certain
media formats. Depending on the program, the Adobe Media Encoder provides a
specialized Export Settings dialog box that accommodates the numerous settings
associated with certain export formats, such as Adobe Flash Video and H.264. For
each format, the Export Settings dialog box includes a number of presets that are
tailored for particular delivery media. You can also save custom presets, which you
can share with others or reload as needed.
p. 81
In case the video is not in a format that Flash can play, Adobe Media
Encoder should be used to encode the video in the appropriate format. Adobe
Media Encoder can be started by clicking the Launch Adobe Media Encoder
button.
p. 82
p. 83
Next, the new video file should be selected by clicking the Browse button
again.
Then, you may follow the steps in the Video Import Wizard.
p. 84
The Skinning panel allows you to choose the playback controls used to play
the video. Then, it will start importing the video.
p. 85
p. 86
p. 87
Tutorial J1
1. Open a new Flash program.
2. Save file as deco.fla.
3. Select the Deco tool
and select the Building Brush on the Drawing
Effect list on the Properties Panel.
p. 88
p. 89
p. 90
p. 91
12. In Frame 20 of the Lightning layer, create one lightning effect. To create a
lightning effect, point the mouse cursor at the top of the stage, hold the mouse
until the lightning reaches the desired complexity, then release the mouse. Add
a blank keyframe after that.
p. 92