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Introduction to Flash
Introduction to Flash: Basic Rules before beginning
Flash is a vector animation program, which means
that objects (shapes, text, etc.) can be enlarged with no pixelation
or blurring of the image. This does not mean that photos (also
known as bitmaps) brought into Flash are vector-- these objects
use a lot of memory in Flash and do not scale without degrading
like vector graphics, so use bitmaps sparingly. You can also draw
and paint in Flash, but you will soon realize that it is much
different working in a vector drawing program than a bitmap program
like Photoshop. Refer to drawing basics in the Flash help section
for particular questions on using the tools.
The following are some basic rules for working in
Flash:
Make
everything a "symbol" except for images used for "shape
tweening". In order to make anything else move in
Flash, it needs to be a symbol and it needs to be on a
keyframe. Make an object a symbol by first selecting it
and going to insert-->Create Symbol
There are 3 kinds of symbols you can make: a graphic,
a movieclip and a button:
Choose graphic only if you do not want to
add interactivity or independent movement to this symbol
Choose movie clip is you're unsure!
Choose button if you want to be able to click on this symbol
to have something happen.
Once
you make an object a symbol, you can use it again and again with
little memory size. Symbols sit in the library, to use one, drag
it onto the stage. This creates an instance of the symbol.
You can make changes to this instance that will not affect the
library item, such as making it very big, small, transparent,
a different color tint, etc.
The timeline represents the symbol instances position
through time.
Use keyframes to define any change in the content
or image. Flash can calculate the position of all of the frames
in between these keyframes and will automate this animation in
a process called tweening.
Each
object that you are moving should be on it's own layer.
Get in the habit of naming your layers.
Layers are like the shelves of
glass plates used in the old Multi-plane camera systems created
in the fifties. i.e., top layer, top shelf, second layer, lower
shelf, etc. Animations and movie clips (MCs) can be placed on
these "shelves" to overlap each other.
You can also load other swf files into your movie
at different levels. The main timeline is level 0, but
you might have another flash movie (not a movie clip but another
file) that you want to load into your current movie, you can assign
a level number and this movie will appear over top of the main
movie timeline.
Movie
clips (also known as MC's) are special types of symbols, they
let you have a whole other timeline within that symbol. When in
doubt, it never hurts to make your symbol a movie clip, movie
clips can do things that graphic symbols can't. When we get into
advanced interactivity, you can create a flash movie with buttons,
that when pressed, trigger a movie clip to play or take you to
another part of the timeline. Think of MC's as Flash's way of
creating hyperlinks-- they also require a firm grasp of file structure,
because like HTML files that reside in a folder structure, MC's
are are timelines that reside in other timelines.
Unless
you are playing a straightforward animation without any interactivity
or buttons, it is typically a good idea to exclude the use of
"scenes" and focus on how MCs and "tell target"
works. Think of "tell taget"
as an action keyframe making a phone call to a MC and having a
conversation with it.
Go
on to Understanding Frames and Timelines
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