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9 LEARNING THE FLASHCS4 PROFESSIONAL INTERFACE Setting document preferences and properties Managing the workspace is a fundamental skill, but the most important decision you will make con- cerns the size of the Flash stage and the space it will take up in the browser. That decision is based upon a number of factors, including the type of content to be displayed and the items that will appear in the HTML document in addition to the Flash movie. These decisions affect the stage size and, in many respects, the way that the document is handled by Flash. These two factors are managed by the Preferences and Document Properties dialog boxes. Document preferences To access preferences, select Edit ° Preferences (Flash Professional ° Preferences). This will open the Flash Preferences dialog box. There’s a lot to this dialog box, and we’ll explore it further at various points throughout this book. For now, we are concerned with the general preferences in the Category area of the window. Click General, and the dialog box will change to show you the general preferences for Flash, as shown in Figure 1-6. Figure 1-6. The General preferences can be used to manage not only the workspace, but also items on the stage. 10 CHAPTER 1 If you examine the selections, you will realize they are fairly intuitive. You can choose to see the Welcome screen when the application starts, to see tooltips when the cursor is over a tool or object, and to have a test movie appear in a tabbed window or float. You can also specify how items are selected on the stage and the timeline, and even the colors that will be used to indicate which type of object has been selected on the stage. If you have been using Flashfor a few years, you’ll find the expansion of the Highlight color list to include a variety of objects a welcome addition. Now that you know how to set your preferences, let’s look at managing the document properties. Click the Cancel button in the Preferences dialog box to close the window and return to the Flash interface. Document properties To access the Document Properties dialog box, use one of the following methods: With the stage selected, click the Edit button in the Properties (not Publish) area of the Property inspector . Select Modify ° Document. Press Ctrl+J (Cmd+J). Right-click (Ctrl-click) on the stage and select Document Properties from the context menu. As you have just seen, there are a number of methods you can use in Flash to obtain the same result. In this case, it is opening the Document Properties dialog box. Which one is best? The answer is simple: whichever one you choose. The Document Properties dialog box is shown in Figure 1-7. The Dimensions input area is where you can change the size of the stage. Enter the new dimensions, press the Enter (Return) key or click the OK button, and the stage will update. The Match area is commonly used to shrink the stage to the size of the content on the stage when you select Contents (which happens to be grayed out in Figure 1-7 because there is currently nothing on the stage). You can also change the stage (background) color, how fast the movie plays, and the units for the ruler. If you have been using Flash prior to this release, did you catch the change in the Document Properties dialog box? The default Flash frame rate has increased from 12 to 24 frames per second. Figure 1-7. Set the stage size through the Document Properties dialog box. 11 LEARNING THE FLASHCS4 PROFESSIONAL INTERFACE For example, if you change the Dimensions setting to a width of 400 and height of 300, set Background color to #000066, and click OK, the stage will shrink to the new dimensions and change color to a dark blue. These changes will also be shown in the Property inspector, as shown in Figure 1-8. Figure 1-8. Changes made to the document properties are shown in the Property inspector. Zooming the stage You may discover that the stage is a pretty crowded place. In these situations, you’ll want to be sure that each item on the stage is in its correct position and is properly sized. Depending on the size of the stage, this could be difficult because the stage may fill the screen area. Fortunately, Flash allows you to reduce or increase the magnification of the stage through a technique called zooming. (Zooming the stage has no effect on the actual stage size.) To zoom the stage, click the Magnification drop-down menu near the upper-right cor- ner of the screen. As shown in Figure 1-9, this menu contains a variety of sizes, ranging from Fit in Window to 800% magnification. For example, click the 400% option, and the stage will likely fill or overflow the screen, as shown in Figure 1-10. Click the Show Frame option, and the stage will be visible in its entirety. If you want more zoom, you can get a lot closer than 800%. Select View ° Zoom In or View ° Zoom Out to increase the zoom level to 2000%. If you want a real god’s-eye view of the stage, Zoom Out allows you to reduce the magnification level to 8%. For you keyboard junkies, Zoom In is Ctrl+= and Zoom Out is Ctrl+ On the Mac, use the Apple key instead of the Ctrl key. Figure 1-9. Select a zoom level using the Magnification drop-down menu. 12 CHAPTER 1 Figure 1-10. Selecting a 400% zoom level brings you close to the action. If you want a side-by-side comparison in which one image is at 100% and the other is at some other percentage, follow these steps: 1. Open the I]cjebu*bh] file in the Chapter 1 Atan_eoa folder. 2. Select Window ° Duplicate Window. The current document will appear in a separate tab. 3. Set the new window’s magnification level to 800%. 4. Undock the new window and let it float, as shown in Figure 1-11. 5. Click the Selection tool (the solid arrow) at the top of the toolbar. 6. Click and drag the image in the new floating window around the stage. You will see that the version in the docked window also moves. This is a really handy feature if precise positioning of elements on the stage is critical. 7. Click each window’s close button to close it. Don’t save the changes. 13 LEARNING THE FLASHCS4 PROFESSIONAL INTERFACE Figure 1-11. Duplicating a window gives you a bird’s-eye view and a detailed view of your work simultaneously. Exploring panels in the Flash interface At this point in our stroll through the Flash interface, you have had the chance to play with a few of the panels. We also suspect that by now you have discovered that the Flash interface is modular. By that, we mean it’s composed of a series of panels that contain the tools and features you will use on a regular basis, rather than an interface that’s locked in place and fills the screen. You have also discovered that these panels can be moved around and opened or closed depending on your workflow needs. In this section, we are going to take a closer look at the more important panels that you will use every day. They include the following: The Timeline panel The Property inspector The Tools panel The Library panel The Motion Editor panel The Help menu (not actually a panel, but very useful) The Timeline panel There is a fundamental truth to becoming a proficient designer with Flash: master the timeline and you will master Flash. 14 CHAPTER 1 When someone visits your site and an animation plays, Flash treats that animation as a series of still images. In many respects, those images are comparable to the images in a roll of film or one of those flip books you may have played with when you were younger. The ordering of those images on the film or in the book is determined by their placement on the film or in the book. In Flash, the order of images in an animation is determined by the timeline. The timeline controls what users see, and more important, when they see it. Animation and the timeline At its most basic, all animation is movement over time, and all animation has a start point and an end point. The length of your timeline will determine when animations start and end, and the number of frames between those two points will determine the length of the animation. As the multimedia author, you control those factors. Figure 1-12 shows a simple animation. A ball is placed at the left and right edges of the stage. In between, the ball is at the top of the stage. From this, you can gather that the ball will move upward when the sequence starts and will continue to its finish position at the right edge of the stage after it has reached the middle of the sequence. Figure 1-12. A simple animation sequence Obviously, just having three images won’t result in a ball moving. Between the start point and the mid- dle point, and the middle point and the end point, there needs to be a series of ball images. These will give the user the illusion of a ball moving up and then down again to its finish position. These images will represent the various locations of the ball as it moves through time, as shown in Figure 1-13. Figure 1-13. Animation is a series of frames on the timeline. 15 LEARNING THE FLASHCS4 PROFESSIONAL INTERFACE So where does time come into play? It is the number of frames (discussed in the next section) between the start and middle, and middle and end points in the animation. The default timing in a FlashCS4 movie—called the frame rate—is 24 frames per second (fps). In the animation shown previously, the duration of the animation is 24 frames, which means it will play for 1 second. You can deduce from this that the ball’s middle location is the twelfth frame of the timeline. If, for example, you wanted to speed up the animation, you could reduce the length of the timeline to 12 frames or increase the frame rate to, say, 48 fps; if you wanted to slow it down, you could increase the number of frames to 48 or decrease the frame rate. Let’s wander over to the timeline and look at a frame. Understanding frames If you unroll a spool of movie film, you will see that it is composed of a series of individual still images. Each image is called a frame, and this analogy applies to Flash as well. When you open Flash, your timeline will be empty, but you will see a series of rectangles—these are the frames. You may also notice that these frames are divided into groups. Most frames are white and every fifth frame is gray (see Figure 1-14), just to help you keep your place. Flash movies can range in length from 1 to 16,000 frames, although a Flash movie that is 16,000 frames in length is highly unusual. Figure 1-14. The timeline is nothing more than a series of frames. A frame shows you the content that is on the stage at any point in time. The content in a frame can range from one object to hundreds of objects, and a frame can include audio, video, programming, images, text, and drawings, either singly or in combination with each other. When you first open a new Flash document, you will notice that frame 1 contains a hollow circle. This visual clue tells you that frame 1 is waiting for you to add something to it. Let’s look at a movie that actually has something in the frames and examine some of the features of frames. Open the >]hh*bh] file located in the Chapter 1 Atan_eoa folder. You will see a yellow ball, in frame 1, sitting on the stage. You should also note the solid dot in the Ball layer (layers are discussed later in this chapter). This indicates there is content in the frame. The Empty layer above it has a hollow dot, which indicates there is no content in that frame. This is also shown in Figure 1-14. Place the cursor on any frame of the timeline and right-click (Ctrl-click) to open the context menu that applies to frames, as shown in Figure 1-15. As you can see, quite a few options are available, rang- ing from adding a frame to the timeline to adding actions (code blocks) that control the objects in the frame. We aren’t going to dig into what each menu item does just yet, but rest assured, by the time you finish this book, you will have used each one. 16 CHAPTER 1 Figure 1-15. The context menu that applies to frames on the timeline Place the cursor at frame 12 of the Ball layer, open the context menu, and select Insert Keyframe. Repeat this step at frame 24 as well. You will see that the timeline changes to the series of extended gray rectangles and three black dots, as shown in Figure 1-16. These gray rectangles represent spans of frames, separated by keyframes. If you prefer to use the keyboard, place the cursor at frame 24 and press F5. With that frame selected, press F6. The F5 command adds a frame (which creates a span of frames), and pressing F6 converts the selected frame to a keyframe. If you prefer to do that all in one move, just select frame 24 and press F6. Figure 1-16. The timeline contains three keyframes. An obvious question at this point is, “So, guys, what’s a keyframe?” Remember when we talked earlier about animations and how they have a start point and an end point? In Flash, those two points are called keyframes. Any movement or changes are thanks to keyframes. In Flash, there are two types of keyframes: those with stuff in them (indicated by the solid dot shown in frame 1 of Figure 1-16) and those with nothing in them. Blank keyframes are shown as frames with a hollow dot. The first frame in any layer, until you add something to that frame, is always indicated by a blank keyframe. 17 LEARNING THE FLASHCS4 PROFESSIONAL INTERFACE To navigate to specific frames in the timeline, you use the playhead. It is the red rectangle with the line coming out of it. Drag the playhead to frame 12 and click the ball on the stage. Move the ball to the top center of the stage. Drag the playhead to frame 24 and move the ball to the right edge of the stage. As you moved the ball in frame 12, you may have noticed there was a ghosted version of the ball’s previous position until you released the mouse. This feature is new to Flash CS4. It gives you a refer- ence to the starting position of the motion. As mentioned earlier in the chapter, the technique of dragging the playhead across the timeline is called scrubbing. As you scrub across the timeline, you will see the values in the Current Frame and Elapsed Time areas at the bottom of the timeline change as well. This is quite useful in locating a precise frame number or time in the animation. Scrub the playhead across the timeline. The ball snaps to a new position as the playhead encounters each keyframe. But this movement isn’t smooth! To fix that, right-click (Ctrl-click) anywhere inside the gray span of frames between each pair of keyframes and select Create Classic Tween from the context menu. Scrub again, and the ball will move smoothly across the stage. Those arrows that appeared indicate a classic motion tween. Yes, classic tweens are new! To Flash old-timers, this is what used to sim- ply be motion tweens. FlashCS4 introduces a completely new—and mind- blowingly cool—timeline tweening model, which is touched on later in this chapter and discussed in detail in Chapter 8. A classic tween is one of the ways simple animations are created in Flash. Flash looks at the locations of the objects between two keyframes, creates virtual copies of those objects, and puts them in their positions in the frame. If you scrub through your timeline, you will see that Flash has placed copies of the ball in frames 2 through 11 and 13 through 23, and put them in their final positions to give the illusion that the ball is moving up and down. That was interesting, but we suspect you may be wondering, “OK, guys, do tweens work only for stuff that moves?” Nope, you can also use tweens to change the shapes of objects, their color, their opacity, and a number of other properties. We’ll get to those uses later in the book. Drag the playhead to frame 12 and click the ball on the stage. Drag the ball to the bottom of the stage. If you scrub through the timeline again, you will see the ball move in the opposite direction. This tells you that you can change an animation by simply changing the location of an object in a key- frame. Close the file without saving it. The Property inspector Another key concept to grasp, especially if you are new to Flash, is that everything on the stage has properties that can be changed or otherwise manipulated. To understand this concept, let’s step away from Flash and consider the authors. 18 CHAPTER 1 At our most basic, we are two humans on the planet Earth. In Flash terms, we are two objects on the stage. The things that describe us are our properties. For example, our height, weight, hair color, and location on the planet are properties that describe visual facets of who we are. If we were somehow able to be placed on the Flash stage, those descriptive properties of us would appear in the Property inspector when the mouse selects us. The neat thing is that the Property inspector lets you do more than just review those properties: it also lets you change them. The Property inspector, shown in Figure 1-17, is designed to make your life easy. As you become more proficient and comfortable with Flash, this panel will become an indispensable aid to your workflow. Why is it called an inspector, even though it behaves like a panel? And why does it say Properties, when it’s called the Property inspector? Ah, there are mysteries in life, and we make no honest claim to fathom them all. The panel is positioned, by default, to the right of the workspace. You can move it elsewhere on the screen by simply dragging it into position and releasing the mouse. There are locations on the workspace where you will see a shadow or darkening of the location when the panel is over it. This color change indi- cates that the panel can be docked into that location. Otherwise, the panel will “float” above the screen. Figure 1-17. The Property inspector When an object is placed on the stage and selected (or even when the stage itself is selected), the Property inspector will change to reflect the properties of that object that can be manipulated. For example, in Figure 1-18, a box has been drawn on the stage. The Property inspector shows the type of object that has been selected ( Shape), and tells you the stroke and the fill color of the object can be changed. In addition, you can change how scaling will be applied to the object and the treatment of the red stroke around the box. [...]... side They cover a variety of subjects, ranging from the use of FlashCS4 Professional to the coding languages used to program content for mobile devices The right side is where the information you are looking for is displayed Figure 1-29 The Flash documentation is extensive Click the Using Flash book to open it, and then click Adobe FlashCS4 Professional As you can see, the books are actually collections... major property is motion Flash users who use After Effects to create motion graphics for their Flash projects find the “After Effects way of doing things” to be relatively compact and simple The result over the years has been Flash designers wondering why Flash didn’t have this feature Obviously, enough of you have asked the question, because it is now an integral feature of FlashCS4 Back in the year... for a masked layer is a folded-up sheet of paper, facing the opposite direction as the icon for a normal layer We’ll get into masks in much more detail in Chapter 3 Folder layer: You won’t necessarily think of this as a layer—it really is a folder that contains layers—but Flash CS4 lets you save FLAs as CS3 files (meaning that they can be opened with Flash CS3) In turn, Flash CS3 can save FLAs as Flash. .. SWF This means, for example, that you could create a comprehensive design, or comp, of the Flash stage in Fireworks CS4 or Photoshop CS4, place that image in a guide layer, and not have to worry about the comp adding file size to the published SWF With classic tweens, guides can also provide paths on which to animate symbols The icon for a guide layer is a T-square 29 CHAPTER 1 FlashCS4 Professional... this case, Flash, obviously) 27 CHAPTER 1 Figure 1-30 Searching for a term in the Flash help documents So, why search for Video class, rather than just video? What does class mean? Does it mean lessons? Not in this context You don’t have to use the term, but if you’re looking for ActionScript-specific results, the word class refers to a concept or an object’s type—the sort of thing it is For code-oriented... the history of Flash When Adobe acquired Macromedia a few years back, there was a lot of speculation in the Flash design community about whether Flash would start to inherit some of the powerful features of After Effects We didn’t have to wait very long to find 23 CHAPTER 1 out The process started in Flash CS3 with how After Effects creates an FLV video file used by Flash This version of Flash essentially... subject of interest For example, click the + next to Working with video to open that book Notice the documents About digital video and Flash, Importing and playing Flash video files, and so on Alternatively, you can use the Search field to look for answers both in the documentation and among tutorials, articles, and blogs on various Adobe and third-party websites For example, search for the phrase Video... everything, and then unhide the one layer of interest In previous versions of Flash, a layer’s visibility did not carry into the SWF file itself This was merely a feature to be used for convenience during authoring In Flash CS4, invisible layers may optionally be omitted from the published SWF Select File Publish Settings and select the Flash tab The preference is listed as a check box labeled Export hidden... animation through the use of a tween Saving a Flash movie Testing a Flash movie By the end of this exercise, you will have a fairly good understanding of how a Flash movie is assembled and the workflow involved in the process 33 CHAPTER 1 Preparing the stage The specifications for the project dictate the stage is to be 400 pixels wide by 300 pixels high It also calls for a dark-blue stage color to give the... appear in the Property inspector, as shown in Figure 1-35 34 LEARNING THE FLASH CS4 PROFESSIONAL INTERFACE Figure 1-35 The stage is set Adding the sky Next, use the Gradient movieclip for the sky Although using your eyes for object placement on the stage is a great way to get stuff into position, your eyes aren’t as precise as Flash The gradient needs to completely cover the stage and not hang out on . of Flash CS4 Professional to the coding languages used to program content for mobile devices. The right side is where the information you are looking for is displayed. Figure 1-29. The Flash. properties and guides for each layer of content in an After Effects project. The major property is motion. Flash users who use After Effects to create motion graphics for their Flash projects find. years has been Flash designers wondering why Flash didn’t have this feature. Obviously, enough of you have asked the question, because it is now an integral feature of Flash CS4. Back in the