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Introduction to Flash MX 2004: Drawing, Timeline, & Simple Animation. Lloyd Rieber. Workshop Objectives By the end of the workshop, you should be able to:. How to create and modify simple graphics. Understand the difference between the fill and stroke of a flash graphic.
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Introduction to Flash MX 2004:Drawing, Timeline, & Simple Animation Lloyd Rieber
Workshop ObjectivesBy the end of the workshop, you should be able to: • How to create and modify simple graphics. • Understand the difference between the fill and stroke of a flash graphic. • Know the difference between symbols and instances of symbols. • Know how to make a symbol (by pressing F8). • Know the function and importance of keyframes to Flash animations and how to insert a keyframe on the timeline (by pressing F6). • Create and test a simple movie.
Drawing with Flash • Exploring the various drawing tools • Unique drawing features • When modifying graphics… • Remember, each graphic has two parts: a fill and a stroke (its outline)
Simple Animation • Concept of a keyframe • Concept of tweening • The difference between symbols and instances of symbols • Common function keys • F8 — creates a symbol of an object selected on the screen. • F6 — creates a new keyframe • F5 — creates a new blank keyframe
Animation Tricks • Rotating objects • Scaling objects • Fading objects (via alpha)
Creating Movies for the Web • There are two main types of Flash files: • Authoring and editing: .fla • Published movies: .swf • You can’t edit .swf files! • Testing your movie actually creates a “.swf” file • One button publishing • Also creates a “.swf” file and a HTML page which points to the .swf file.