Archive for November, 2007

Web hosting directory - When you create an action, you first specify

Monday, November 26th, 2007

When you create an action, you first specify what has to occur for the action to be executed. This is the when part of the process. For example, if you add an action to a button instance, you can specify that the action will happen when the user releases the mouse button after clicking it. Next you specify the action itself what will happen. The action must come from the list of actions in Flash. Many actions have parameters that you must add. For example, to get a button to bring your viewer to another Web page, you use the getURL action and add the exact Uniform Resource Locator (URL; Web page address) as a parameter. Using Behaviors You can easily add ActionScript to your movies by inserting behaviors with a click of the mouse. Behaviors are prewritten collections of ActionScript code that you add from the Behaviors panel. You can add them to frames, buttons, and movie clips in your Flash movies. To add a behavior, follow these steps: 1. Click a frame if you want to add an action to a frame. Create a symbol and place an instance of the symbol on the Stage if you want to add an action to a symbol. For example, to create a button that links to a Web site, select the button instance. Check out Chapter 8 if you need help with creating buttons. 2. With the frame or instance selected, choose Window.Behaviors to open the Behaviors panel, as shown in Figure 10-1. If necessary, click the Behaviors panel s title bar to expand the panel. Figure 10-1: The Behaviors panel lets you instantly add ActionScript to your movie. 214 Part IV: Total Flash-o-Rama
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Chapter 10 Getting Interactive In This (Web hosting domain names) Chapter

Sunday, November 25th, 2007

Chapter 10 Getting Interactive In This Chapter Getting familiar with actions Using behaviors to instantly create interactivity Adding actions to frames Using actions with buttons Adding actions to movie clips Working with actions Using methods to control objects Investigating advanced ActionScript features The real fun with Flash begins when you start to make your art and animations interactive. Interactivity means that a computer user s input triggers immediate changes on the computer screen, which the user can then respond to further, as if a conversation is taking place between the user and the computer. Examples include clicking a button to go to another Web page and choosing to stop the music. Flash uses actions to specify how the interactivity works. Actions are simply short instructions that tell Flash what to do next. By combining actions, you can create very complex sets of instructions to give your Flash movies sophisticated capabilities. You can use actions to control your animation without interactivity, if you want. Flash actions offer a great deal of flexibility, and only your imagination limits what you can do. Understanding Actions Flash lets you put actions in only two places: A keyframe on the Timeline An instance of a symbol (that is, an instance of a button, a movie clip, a graphic symbol, or a font symbol)
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212 Part IV: (Space web hosting) Total Flash-o-Rama

Saturday, November 24th, 2007

212 Part IV: Total Flash-o-Rama
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Web site traffic - To delete a scene, select that scene and

Saturday, November 24th, 2007

To delete a scene, select that scene and click the Delete Scene button at the bottom of the Scene panel. To duplicate a scene, click the Duplicate Scene button at the bottom of the Scene panel. To view a particular scene, click its name on the Scene panel. Or, choose View. Go To and choose the name of the scene that you want from the submenu. Look in the Ch09 folder on this book s companion Web site (at www.dummies. com/go/flash8) for picturetour.fla, which is a nice example of a Flash movie divided into scenes. This movie is part of The Raj s Web site, at www. theraj.com. (Thanks to Lindsay Oliver, of The Raj, and Jesse Spaulding, the movie s creator, for this Flash movie.) Chapter 9: Getting Animated 211
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When is a good time to break up (Web hosting directory)

Saturday, November 24th, 2007

When is a good time to break up your movie into scenes? If your movie is simple, one scene might be all that you need. But if the movie gets more complex, you might want to break it up into a loading message, an introduction, the main act, the ending, and the credits. Or, if your Timeline becomes longer than one screen will hold at a time, you might want to find logical places to separate segments of your animation into scenes. If your cast of graphics characters changes at a particular time, that might be a good place to break into a new scene. And if a section of your movie can conceivably be reused elsewhere in other movies, you might have an excellent reason to break it out into its own scene. Breaking your movie into scenes When you create a new Flash movie file (by running Flash for the first time or by choosing File.New and selecting a Flash Document under the General tab), by default the file contains one empty scene, cleverly titled Scene 1. Any animations that you create then become part of Scene 1. If you want to add a scene, choose Insert.Scene. The Stage clears, and the Timeline is labeled Scene 2. Manipulating that scene To keep track of your scenes, open the Scene panel by choosing Window. Other Panels.Scene, as shown in Figure 9-14. The Scene panel lists all the scenes in your movie. When you choose Control.Test Movie, the scenes play in order from the top of the list down. Here s how to use the Scene panel to control your scenes: To change the order in which scenes play, drag a scene s name on the Scene panel to a new place in the list. To rename a scene, double-click the scene s name in the Scene panel, type the new name, and then press Enter (Windows) or Return (Mac). Figure 9-14: The Scene panel lets you make a big scene. 210 Part IV: Total Flash-o-Rama
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Hidden or locked layers never show (Cpanel web hosting) as onion-skinned.

Friday, November 23rd, 2007

Hidden or locked layers never show as onion-skinned. Hide or lock layers to isolate them from the layers that you really want to change and to keep your onion skinning from getting out of control. Chapter 6 explains how to hide and lock layers. Moving everything around the Stage at once If you move a complete animation on the Stage without moving the graphics in all frames and all layers at one time, you might quickly go nuts when you discover that every little thing must be realigned. Instead, retain your sanity and move everything at one time. To move a complete animation, follow these steps: 1. Unlock all layers that contain the animation you want to move and then lock or hide any layers that you don t want to move. To lock (or unlock) a layer, click beneath the lock icon on that layer s row. To hide (or unhide) a layer, click beneath the eye icon on that layer s row. See Chapter 6 for more information on working with layers. 2. Click the Edit Multiple Frames button at the bottom of the Timeline. If you ever need to resize a project, this button is your new best friend. 3. Drag the onion-skin markers to the beginning and ending frames of your animation. Alternatively, if you want to select all frames, click the Modify Onion Markers button at the bottom of the Timeline and choose Onion All. 4. Choose Edit.Select All. 5. Drag your animation to its new place on the Stage. Making the Scene Animations can get complicated fast, and one way to manage that complexity is by organizing them in layers and layer folders. (Refer to Chapter 6 for the lowdown on layers and layer folders.) Another great way to manage the complexity of your animations is to break them into chunks of time into scenes. You can then use scenes as the modular building blocks of your movies, which you can then rearrange in any way that you want. Chapter 9: Getting Animated 209
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To display onion skinning, click the Onion Skin (Web site layout)

Friday, November 23rd, 2007

To display onion skinning, click the Onion Skin button at the bottom of the Timeline. To display onion skinning with outlines, click the Onion Skin Outlines button. Sometimes this makes it easier to see how your objects are animating. When you display onion skinning, Flash places markers at the top of the Timeline around the frames that are displayed as onion skins. (See Figure 9-13.) Usually, these markers advance automatically when the current frame pointer advances. You can manually adjust the beginning and ending of the onionskinning effect by clicking and dragging either the left or right marker to a new location on the Timeline. To edit any of the frames on the Timeline no matter where your current frame pointer is, click the Edit Multiple Frames button. If you also have onion skinning turned on, you can then edit any frame while viewing all the other onionskinned frames. Click Modify Onion Markers to display a menu to help you adjust the way that your onion markers work: Always Show Markers: Shows onion markers even when you ve turned off onion skinning. Anchor Onions: Locks the onion markers in their current position and prevents them from moving along with the current frame pointer, as they normally do. Onion 2: Applies onion skinning to the two frames before and the two frames after the playhead (the current frame pointer). Onion 5: Applies onion skinning to the five frames before and the five frames after the playhead. Onion All: Applies onion skinning to all the frames on your Timeline. Onion skin markers Figure 9-13: When you display onion skinning, markers are placed on the Timeline. 208 Part IV: Total Flash-o-Rama
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Web hosting uk - The effect is even more noticeable when an

Thursday, November 22nd, 2007

The effect is even more noticeable when an object is moving across the stage during a tween. For example, if a symbol (or shape) moves from the left of the Stage to the right and you shorten the tween, the symbol (or shape) appears to move across the Stage more quickly because it must get from the left to the right in fewer frames. Changing the animation settings You can always go back and change some of the settings in the Property inspector. For example, you can add easing (acceleration or deceleration of movement) or change the blend type (angular or distributive) of a shape tween in the Property inspector. We explain these settings earlier in this chapter, in the sections Scaling and rotating an animated object and Tweening shapes. Using onion skins To help you visualize the flow of your animation, you can turn on the onionskinning feature. Onion skinning lets you see a ghost image of some or all of the frames in your animation. (Normally, you see only the current frame on the Stage.) Figure 9-12 shows an example of both regular and outlined onion skinning. Onion skinning displays frames as transparent layers, like the transparent layers of an onion skin. Figure 9-12: Onion skinning helps you to see where your animation is going. Chapter 9: Getting Animated 207
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Turning keyframes back into regular frames If you

Thursday, November 22nd, 2007

Turning keyframes back into regular frames If you don t like a keyframe, you can change it back to a regular frame by right-clicking (Windows) or Control+clicking (Mac) the offending keyframe and choosing Clear Keyframe. Changing a keyframe into a regular frame removes the change that occurred at that keyframe. You can use this technique to merge two consecutive tweens into one tween change the keyframe in the middle to a frame. Reversing your animation You can make your animation play backward by selecting the relevant frames in one or more layers and choosing Modify.Timeline.Reverse Frames. Your selection must start and end with keyframes. (This is a pretty amazing feature, which is worth trying.) Changing speed After you set up your animation, play your movie to check the speed. If one part of your tweened animation is too fast or too slow, you can slide keyframes around on the Timeline to shorten or lengthen the time between keyframes. You can do this simply by clicking a keyframe and dragging it to another point on the Timeline. This technique gives you lots of control over the timing of your animation. If you have difficulty dragging an ending keyframe, create a new keyframe somewhere to the keyframe s right and then drag the obstinate keyframe. Figure 9-11 shows two possible versions of the Timeline for the shape tween shown in Figure 9-9. The black dots on the Timeline are the keyframes. To create the version on the bottom, we dragged the last keyframe to the right, thereby lengthening the tween. Because the same change in shape now occurs over a longer period, the tween appears slower. Figure 9-11: You can change the length of a tween. 206 Part IV: Total Flash-o-Rama
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Web design tools - 3. Select the first frame of your destination

Wednesday, November 21st, 2007

3. Select the first frame of your destination or select a sequence of frames that you want to replace. 4. Choose Edit.Timeline.Paste Frames to paste the frames into their new location. You can also copy frames by pressing and holding Alt (Windows) or Option (Mac) while you drag the keyframe or range of frames to a new location. You see a small plus sign while you drag. Moving frames You can move frames and their contents. Select the layer and place the cursor over a frame or range of frames. Then drag them to their new home, as shown in Figure 9-10. Adding frames You can stretch out your animation by right-clicking (Windows) or Control+ clicking (Mac) and choosing Insert Frame. (Or you can select a frame and then press F5 to insert a frame.) Because you now have more frames between your first and last keyframes, the animation takes longer to complete and therefore appears to be slower. Use this technique to slow down the rate of animation. Deleting frames Delete frames by selecting one or more frames. Then right-click (Windows) or Control+click (Mac) one of the frames and choose Remove Frames from the contextual menu that appears. If you delete frames within a tweened animation, the animation is completed more quickly and appears to be faster. Figure 9-10: Move frames by selecting and dragging them. Chapter 9: Getting Animated 205
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