Professional Documents
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Lucky Monkey Designs, LLC South Carolina, USA www.koolmoves.com The information in this ocument is su!"ect to change without notice an shoul not !e construe as a commitment !y Lucky Monkey Design. #hile every effort has !een ma e to insure the accuracy of the information containe herein, Lucky Monkey Design assumes no res$onsi!ility for errors or omissions. Lucky Monkey Design assumes no lia!ility for amages resulting from use of the information containe in this ocument. %lash& is a registere tra emark of A o!e, 'nc. in the Unite States an other Countries. The software escri!e in this ocument is furnishe un er license an may !e use or co$ie only in accor ance with the terms of that license. This $u!lication may !e re$ro uce , $hotoco$ie , store on a retrieval system, or transferre without the e($resse $rior written consent of Lucky Monkey Design.
)*'+T'+, -'ST.*/ August 0112 %e!ruary 0114 %e!ruary 0114 A$ril 0114 .cto!er 0114 3ersion 1.0 3ersion 1.5 3ersion 1.5i 3ersion 1.6 3ersion 1.2
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Table of Contents
Introduction..................................................................................................................................vii Part I KoolMoves Environment................................................................................................ 9 Cha ter ! KoolMoves User Interface..................................................................................... !!
"creen Com onents................................................................................................................................................!! User Interface "t#le "ettin$s................................................................................................................................. !% Confi$uration &i'ard............................................................................................................................................!( "creen Com onent )escri tions........................................................................................................................... !( Tools Toolbar *a+a Toolbo,-.................................................................................................................................%.
Part III Tools Toolbar *Toolbo,- 4 Menu Commands.........................................................99 Cha ter 6 )ra8in$:Editin$ "ha es.......................................................................................!.!
"electin$ "ha es and Points................................................................................................................................ !.! "ha e Menu Commands......................................................................................................................................!.% Points Menu Commands......................................................................................................................................!.6 Edit Menu Commands......................................................................................................................................... !.6 Miscellaneous Commands................................................................................................................................... !.6 )ra8in$ Tools.......................................................................................................................................................!.< )ra8in$ 5ines.......................................................................................................................................................!!. >esha in$..............................................................................................................................................................!!. ?ones......................................................................................................................................................................!!6 @uestion to 1lash ulse Comics *flash+it thread 66(669-.............................................................................. !!<
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9 9
iv
vi
Introduction
About Flash
%lash& was evelo$e !y Macrome ia 7since !ought !y A o!e8 to make it $ossi!le to have high im$act we! sites, alive with animations, soun s, interactive interfaces, an $owerful gra$hics. %lash utili9es a very com$act vector gra$hic format, so we! sites with %lash animation ownloa :uickly. %lash also has a huge market $enetration, with most we! !rowsers containing the %lash $layer $lug;in. %or these reasons, most high;en we! sites use %lash animation. -owever, the A o!e %lash $ackage is e($ensive an has a stee$ learning curve.
Why KoolMoves
Unlike A o!e %lash, :uality animation is easy an affor a!le with KoolMoves. 't is i eal for creating animate we! $ages, !anners, navigation systems, an intro $ages. 't features li!raries of te(t effects tem$lates, we! $age tem$lates, vector cli$ art an !uttons, ActionScri$t te(t effects as well as many transition effects. %or a vance users, it even has %lash M< ActionScri$ting, ynamic te(t fiel s, an character animation with !ones. KoolMoves takes an a$$roach to %lash& movie creation that is in tune with the animation $rocess, !ecause it was esigne !y a $rofessional animator. 't is a mature animation $ackage with ease of use an $ower as gui ing $rinci$les. To make animations in KoolMoves all you have to o is raw or im$ort sha$es or images an then re$osition, resha$e, an recolor the animation o!"ects in a "acent key frames to achieve the esire look. KoolMoves automatically mor$hs sha$es in !etween each of the sha$es you create to achieve smooth animate motion. 't=s like $utting together a cartoon stri$. >ach frame contains te(t, images, sha$es, soun s, an actions. %or character animation, one frame woul have the characters in one $ose an in the ne(t frame in another $ose. KoolMoves also has ?#i9ar s@ to hel$ users new to com$uters an com$uter animation. *anging from automate gui es that assist you in $erforming fun amental tasks for the first time, to shortcut menus that e(ecute sim$le $rocesses like creating !uttons or e iting sha$e $ro$erties, the #i9ar tools allow you to e($ress creativity in the :uickest fashion with the least amount of frustration. Aeyon sim$le animation, KoolMoves $rovi es %lash M< ActionScri$ting ca$a!ility. A large fraction of the A o!eB %lash 2, 4, C an D o$erators an comman s are su$$orte at this time. This functionality is regar e as a vance an re:uires knowle ge of ActionScri$ting that can !e o!taine from !ooks or we! sites evote to that su!"ect. This manual is not inten e to teach ActionScri$t an where ActionScri$ting is a resse it is assume that you have scri$ting e($erience.
'ntro uction
vii
User Guides
>ffective with manual version 1.5!, certain $ortions of the manual featuring a vance features have !een !roken out into in e$en ent User ,ui es. The user gui es are locate with the manual on the KoolMoves su$$ort $age. 't is !elieve that this will hel$ users $rint only those materials that they nee . Aookmarks an hy$erlinks have !een a e with 1.5m to facilitate navigating these materials an accessing conte(t relevant information.
Administrivia
All :uestions concerning installation, $urchase, an G or registration of KoolMoves that are not a resse !elow can !e emaile to su$$ortHkoolmoves.com. Installation 'nstallation of KoolMoves is sim$le. Dou!le click on kmsetu$.e(e. The installation $rogram will ste$ you through the $rocess of installing the software. %or most screens, "ust kee$ $ressing +e(t. To uninstall, use the Control )anel A G*emove )rograms to remove the $rogram. >e$isterin$ KoolMoves U$on $urchase of a registration co e, you will receive a ownloa location to a full version of KoolMoves without restrictions an a full set of li!rary items. U $rades Those who $urchase KoolMoves after March 0112 will receive free u$gra es through Ianuary 011C.
'ntro uction
viii
F1
Screen Components
The a$$earance of the KoolMoves environment e$en s on the gra$hical user interface 7,U'8 style selecte an your $references. %or e(am$le, !elow the A vance user interface has !een selecte an none of the o$tional ata views have !een o$ene . Screen com$onents common to all configurations have !een la!ele .
,U' Styles
Tools Tool!ar
Status Aar
+avigation Aar
KoolMoves 'nterface
FF
Availa!le user interface styles The following ta!le i entifies the ma$$ing !etween functionality an the 6 interface styles. #i9ar s Aasic A vance Aanner wi9ar Sli e show wi9ar >ffects S#% %lash Movie im$ort %ull set of rawing tools Sha$e $oint mani$ulation Dynamic te(t Masking ActionScri$ting 'nterface com$onents %lash Live 3i eo im$ort +on;linear mor$hing Aones User 'nterface %eatures ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( Cartooning
F0
Configuration Wizard
%ile L Configure launches the Configuration #i9ar . After answering a cou$le :uestions on your ma"or use for KoolMoves an your level of e($erience with gra$hics software, click on +e(t an the wi9ar will recommen a set of interface settings. /ou can change your $references !efore clicking on .K, an change the settings later. 'f you have any :uestions a!out this or any other win ow, check the in e( at the en of this manual to fin entries on the to$ic.
F5
Menu Toolbar
Locate !elow the menu !ar is a collection of icons allowing :uick access to fre:uently use menu comman s. These features are covere in etail in )art '' of the manual. %ile >($ort Timeline Actions an Soun s .verview
.$en %ile
+ew %ile
Save %ile
Sha$e )ro$erties
Movie .verview
%rames List
*e o
Moom
-el$
Sha$es List
Un o Last Action
Magnification
F6
SelectionEs imensions.
+avigation an Status !ars %lash uses a Cartesian coor inate system. The origin $oint 71,18 on the stage is locate at the u$$er left han corner. #ithin movie cli$s an !utton states, the origin $oint is locate at the center of the e iting area. %or an e(cellent escri$tion of Cartesian coor inates in %lash, $lease see the trigonometry tutorial at actionscri$t.org. Pla# Movie KoolMoves has an internal $layer which $lays the movie in your we! !rowser as a %lash& movie on a !lank we! $age or in a stan ;alone %lash& $layer if you have one 7 ownloa the !rowser $lug;in from A o!e8. /ou can also single;ste$ through the movie. All of the following comman s can also !e foun in the )lay menu. Play in Web Browser 3iew your $ro"ect in your efault we! !rowser. This comman is also availa!le when e iting movie cli$s. Play Portion of Movie Select Key %rames 7an Scenes if there is more than one8 to view in your efault we! !rowser.
F2
Play Stand-Alone Player 3iew your $ro"ect with an internal $layer an a %lash& $layer if you have one. 'f you $urchase A o!e %lash&, you un ou!te ly have a %lash& $layer in your $rogram filesOA o!e fol er. 't is name SA%lash)layer.e(e. Set Play Directory /ou can assign the irectory from which movies will $lay. This comman is also availa!le when e iting movie cli$s. This information is $reserve !etween sessions. Play Single Step Single ste$ $lay mo e allows you to view mor$hing changes !etween each tween an key frame. This analysis can hel$ you to eci e if you nee more tweens or can o with fewer tweens. To e(it single ste$ $lay, $ress >sc or the Sto$ icon. To move !ack or a vance through the movie !y one tween frame, click on the arrow icons. To convert the current tween frame to a key frame, click on the key icon. To o$en the Ca$ture Movie %rame ialog, click on the camera icon.
SWF File Statistics See S#% %ile Statistics in Cha$ter 0. 1rames Key Frame vs ween Frame A key frame is a frame that you create yourself. #hen cartoons are rawn !y han , a master animator ty$ically creates the key frames an an a$$rentice creates the tweens. 'n KoolMoves, the software generates the tweens !ase on the $ositions an colors of sha$es in the two key frames. Tweening occurs when KoolMoves automatically makes one or more frames that go in !etween two key frames.
F4
!diting and Playing Frames 'nserting a co$y of the current frame at the en of the movie or after the current frame is the $rinci$le metho for growing the movie. The co$y $rovi es the starting $oint for the ne(t stage of the animationP changing $ositions of sha$es, moving sha$e $oints, changing colors, a ing new sha$es, etc. #hen a frame co$y is ma e, the sha$es in the co$ie frame retain a relationshi$ to the sha$es in the original frame, which allows mor$hing to occur. A itional Comman s are availa!le in the %rames menu. These comman s consist of a ing, eleting, or navigating frames. The Default TweensQ comman changes the efault tween value a$$lie to new frames. The > it ActionsGSoun sQ comman o$ens the %rame Actions an Soun s ialog. Use this ialog to a ActionScri$t co ing an soun files to a frame 7see Cha$ter 2, ScoreGTimeline Data 3iew, for more etails8.
The > it Movie Cli$ %rames comman o$ens the selecte Movie Cli$ for e iting 7see Cha$ter FF, Movie Cli$s, for more etails8. /ou can navigate !etween key frames !y moving the frame sli er or $ressing first frame, $revious frame, ne(t frame, or last frame !uttons on either si e of the sli er. )ageU$ an )ageDown will move to the $revious an ne(t frames, res$ectively. The name of the current key frame is shown on the left, along with the length of the movie when that frame is loa e .
FC
/ou can is$lay a list of all the key frames !y clicking the icon in the menu !ar or using 3iews L List of Key %rames. This list can !e use for navigating, renaming key frames, an frame e iting 7cut, co$y, $aste, an reversing the or er of frames8. To change the $osition of one or more frames in the movie or to cutGco$yG$aste frames, make your frame selections in the list of frames an use the e iting comman s on the right. ShiftGCtrl select to select multi$le frames. )aste $laces the cut or co$ie frames !efore the currently selecte frame. To rename 7la!el8 a frame, select the item in the list an click again to get a cursor. Ty$e in the name you want. The win ow can !e resi9e !y ragging the resi9ing marks in the lower right. KoolMoves also allows you to co$y the %rame Actions associate with a frame when the frame is co$ie .
The value ne(t to the clock in icates the %rame Duration J the secon s or tween frames !etween the current frame an the ne(t. /ou generally want this num!er to !e greater than 9ero so KoolMoves will generate smooth transitions 7calle mor$hing8 !etween the key frames. Click on the clock to change the frame uration. To s$ee u$ action !etween two key frames, assign fewer tweens 7 ramatic effects can !e achieve with 1 tweensR8. To slow own action or to make the animation smoother, assign more tweens. Key frames can have ifferent frame urations. The efault value is a$$lie when new key frames are a e . The frame Duration can !e change simultaneously for all key frames or for selecte key frames through the List of %rames win ow. Frame "ate 3i eo an television ty$ically run at 51 f$s 7frames $er secon 8 an film tra itionally runs at 06 f$s. Most cartoons an anime are one at F0 or F2 f$s to save money whereas most high :uality animations like Disney feature films use 06 or 51 f$s. %aster frame rates $ro uce smoother animation !ut re:uire more tween frames to achieve the same length of movie. %rames $er secon is set in Movie L Movie S$ee .
FD
KoolMoves User Manual "cenes %rames can !e grou$e into Scenes, allowing %lash movies to !e organi9e like, for lack of a !etter wor , movies. Scenes are most useful when !reaking u$ large movies into managea!le $ieces, or when a $ro"ect has !een allocate across ifferent animators. The current scene is is$laye in the +avigation !ar. Click on the Cla$!oar !utton to o$en a $o$u$ menuP Click on Scenes to o$en the List of Scenes win ow. To view all scenes efine in the current $ro"ect o$en the Movie .verview or the List of Scenes win ow.
new scene
Move selecte scene. Cut selecte scene. Co$y selecte scene. )aste selecte scene. Delete selecte scene. )lay selecte scene in we! !rowser. The List of %rames Data 3iew will automatically create a list !o( of availa!le Scenes when a movie has more than one scene.
Un er the )lay menu the )lay )ortion of %eature can also use Scenes to $review a su!set of the movie.
FK
01
KoolMoves User Manual Clicking on a tool will select it an change the mouse cursor to reflect the current activity. Many of the tools in the A vance G Cartooning level tool!ar actually have a list of choices J you will see a !lack triangle in the !ottom right corner. Click an hol on the tool, or click on the !lack triangle, to o$en the tool rawer an view the choices. The tool icon will change to reflect the selecte G active tool. >ven when another tool is !eing worke with, the last choice for a given tool is still reflecte in the tool!ar. The tool!ar will reset to the efault set of tools the ne(t time you launch KoolMoves.
0F
00
o!ie
enu
The following are su!menu items un er Movie. %or >(am$le, Movie L Movie #i thG-eight.
Movie Width,-ei&ht
The si9e of the Stage is set here. 'n e($orting to a -TML file this si9e shoul !e entere with the .swf movie in the a$$ro$riate $lace. The ma(imum wi th an height values are 0DD1.
Movie % eed
The s$ee of the movie is set here. The actual s$ee of the movie may $rove to !e less than your esire s$ee !ecause of $erformance limitationsS for e(am$le, movies with a lot of trans$arency will ten to $lay slower. A value in the range of F0 to 41 %)S 7frames $er secon 8 is reasona!le. The actual %)S rate e$en s on the ca$a!ilities of the com$uter $laying the movie. %or e(am$le, %)S in the range of FD;06 on ol machines might !e 06;51 on new machines an 61;21 on !ran new machines. .l er versions of the %lash $layer !ecome unsta!le aroun 52 %)S.
(ac#&round Color
Use the Aackgroun Color $icker to set the !ackgroun color. See the Coloring G Trans$arency entry in Cha$ter 2 for etails in setting soli colors.
05
(ac#&round Ima&e
Click on the fol er icon to !rowse to the image file. KoolMoves will center the image !y efault. Su$$orte file formats are ,'%, I)>,, an )+,.
Preloader
)reloa ers give viewers something to watch while they wait for the animation to start. Use the )reloa Movie interface an mo ify the efault message or gra ient !ar settings, or select a KoolMoves fun file to run. The interface has a $review win owS select a connection ty$e an $review the )reloa er at ifferent ownloa s$ee s. KoolMoves a s an a itional 0 frames to the !eginning of the swf file on e($ort J name your im$ortant key frames to work with action scri$ting comman s. )review )ane
)arameter %iel s
Movie .e endencies
De$en encies is$lays a list of all files use or reference !y the movie ;; images, soun s, im$orte swfs, an go to U*Ls. This is useful for s$ell checking file $aths an i entifying files that nee to !e inclu e with the movie.
06
"ile # $references
The following are items in the %ile L )references ialog win ow.
0ie1 Pre"erences$
User 'nterface Style. This allows you to select the interface you feel most comforta!le with. A vance skills inclu e masking, sha$e $oint mani$ulation, an ActionScri$ting. Cartooning skills inclu e !ones an non;linear mor$hing. Draw alignment gri on to$. 'f this o$tion is selecte , the alignment gri will is$lay on to$ on the visual elements. 'f this o$tion is not selecte , the alignment gri will is$lay un er the visual elements !ut over any !ackgroun image. ,ri Trans$arency. A "ust the gri a$$earance from ark grey 718 to fully trans$arent 7F118. Canvas color. This is the color of the a$$lication win ow outsi e the movie frame area. %ont si9e. This font si9e setting affects the Data 3iew win ows an some of the ialogs.
.ra1in&,%election Pre"erences$
Draw shapes as symbols. #ith this o$tion checke , sha$es are rawn as sym!ols. This saves a great eal in the si9e of the final swf. The ownsi e is that $oints to the sha$e cannot !e selectively move in a frame without affecting other frames. 'f you are oing character animation, turn off this o$tion. Remain in drawing mode after drawing a shape. 'f this o$tion is selecte , you are a!le to re$eate ly raw sha$es without having to reselect the sha$e rawing tool. 'f this o$tion is not selecte , the selectGmove sha$e tool !ecomes the current tool after rawing a sha$e. Automatically add newly created movie clips to symbol library. Useful when esigning com$onents or otherwise want your movie cli$s to have linking ca$a!ilities. Cha$ter 0 J %rames an Scenes 02
Enable OpenGL. .$en,L is an o$en source a$$lication $rogramming interface use !y KoolMoves for !etter anti;aliase ren ering of sha$e !or ers . #i ely su$$orte an efficient, it re:uires a e:uate har ware for !est results J this o$tion may not o$erate $ro$erly on win ows KD or M> o$erating systems. Retain shape/point selection on changing ey frames. 'f this o$tion is selecte , your current sha$e or $oint selection will !e $reserve when you select a ifferent key frame. 'f this o$tion is not selecte , the current sha$e or $oint selection will !e lost when you select a ifferent key frame. !ndo Levels. Users can set the Un o history level.
%ave Pre"erence
Starting with KoolMoves version 2.4, users now have the o$tion to save .fun $ro"ect files in a com$resse format. Uncom$resse fun file will o$en in newer versions of KoolMoves, !ut com$resse fun files can not !e o$ene with ol er versions of KoolMoves.
Toolbars
'n Tool!ar 'cons, F8 the first check!o( refers to the Actions an Soun s .verview, the List of Sha$es an the List of %rames icons in the Menu tool!ar, an 08 the navigation tool!ar can !e $lace at the to$ or !ottom of the ,U'. 7These actions will take effect the ne(t time KoolMoves is re;o$ene .8 Uncheck the Scenes 'con !o( to remove the current scene in icator fiel an the Scenes icon from the +avigation !ar. Uncheck the )osition !oun s !o( if you have ual monitors an wish to s$rea the KoolMoves interface com$onents across the two monitors.
04
Play Pre"erences$
Ay efault, animation $review uses the #in ows internal 'nternet >($lorer we! !rowser. /ou can overri e this to use your efault !rowser. /ou can assign the irectory from which movies will $lay. >very time you o$en a fun file, the $lay irectory will reset to this irectory. This can also !e set via the menu with )lay L Set )lay DirectoryQ /ou have the o$tion to a or not a the Mark of #e! comment line TR;; save from urlU711F58a!outPinternet ;;L to all generate html files inclu ing the tem$orary files use for $review. #ith the intro uction of #in ows <) S)0, there have !een changes to #in ows which affect %lash animation. A reference for this is htt$PGGwww.a o!e.comGcfusionGknowle ge!aseGin e(.cfmVi UtnWFK260. A more general reference is microsoft.comGtechnetG$ro technolGwin($$roGmaintainGs$0!rows.ms$(.
2ibrary Pre"erences$
-ere you can change the efault file irectories for each of the esignate li!raries.
0C
(ones Pre"erences$
Set the color for animation !ones. Click on the color !o( to o$en the Color .$tion ialog.
Messa&es,Warnin&s
Set Check!o(es to control is$lay of selecte warning messages.
0D
%cri tin&
Set the %ont for the Action Scri$t > itor.
%ptions
enu
The .$tions Menu allows you to customi9e the a$$earance an actions of the stage an canvas.
Pan Canvas
To $reserve valua!le rawing area, KoolMoves oes not have scroll!ars. To navigate over the rawing area, $articularly in the case of 9ooming, click on the )an !utton 7mouse $ointer will change to a han 8. De$ress an rag the left mouse !utton to move the entire canvas.
4oom Commands
.n the Menu!ar you can also click the Moom icon to o$en the Moom menu, or click on the Magnification list !o( 7Cha$ter 48 to change magnification. Hoom )ra$$ed >ectan$le J centers screen on selecte area an 9ooms in on that area. Hoom In on Clic+ J centers screen on click $oint an increases magnification !y one. Hoom 0ut on Clic+ J centers screen on click $oint an ecreases magnification !y one. 7o Hoom J e:uivalent to setting magnification to F. Stage $osition is reset to last $osition set !y *e$osition Movie %rame comman .
Grid
%or alignment assistance, you can turn on a gri an set its si9e with .$tions L ,ri . Dis$lay of the gri on over or un er the animation is set in %ile L )references. To further assist in aligning visual elements, turn on .$tions L Sna$ to ,ri .
0K
Antialiased 3enderin&
-igh :uality ren ering means anti;aliasing. Anti;aliasing is an image filtering techni:ue which alters the !oun ary of an image to eliminate what are calle the X"aggiesX.
+nion %#innin&
.nion skinning allows you to view, in a ition to the current frame, frames !efore an after the current frame. As the frames are further away from the current frame, the immer they a$$ear. .nion skinning can !e use to o!serve the movement or changes in the animation an ensure that the animation is flui . To turn on onion skinning, select .$tions L .nion Skinning.
51
5F
50
KoolMoves User Manual 'nterface com$onents re:uire %lash 4 $layer or later. 'f you a com$onents via ActionScri$t an not through the KoolMoves ,U', !e sure to check Xinclu e interface com$onentsX in >($ort Settings so that KoolMoves will a to your e($orte swf all the com$onent creation, raw, an interaction routines. 5ocal Pla#bac+ "ecurit# Selecting XAccess Local %iles .nlyX lets the $u!lishe S#% file interact with files an resources on the local system only. Selecting XAccess +etwork .nlyX lets the $u!lishe S#% file interact with files an resources on the entire network.
-TM2 File
These o$tions affect how the movie will act an a$$ear in a !rowser. Movie 5oo s To set the loo$ing of the %lash movie to on or off in the -TML file, set the loo$ing $ro$erty in %ile L >($ort Settings L -TML Settings. Click on the menu item to toggle its value. This $arameter sets the value of the loo$ $arameter in the IavaScri$t in two $laces in the -TML co e. Alternatively, you can $ut a sto$ action at the last frame using 3iews L Actions an Soun s. Trans arent ?ac+$round %or this feature to allow a we! $ageEs !ackgroun to show through the movieEs !ackgroun , you will nee to use the #M.D> $arameter in the html o!"ect co e on your target we!$age. The :uick an irty solution is to have KoolMoves create an -TML $age when you e($ort your $ro"ect to a swf file, an co$y the a$$lica!le co e from that html file to your target we! $age.
55
56
'elp
enu
The -el$ menu $rovi es many levels an ty$es of su$$ort, from hy$erlinks to the online tutorials an e(am$les locate at the KoolMoves we!site, to tutorials an ste$ !y ste$ gui es incor$orate within KoolMoves. 'n a ition to these, you can view sam$les create with KoolMoves !y going to the >(am$les fol er 7O)rogram %ilesOKoolmovesO>(am$les8. The tutorials an wi9ar s a ress !asic animation tasks an internet relate o$erations an e(ist to assist the new KoolMoves user in :uickly creating :uality animations an e($orting them to the we!. %or tough :uestions, you can ta$ into the e($ertise of many $eo$le at once on our forum at www.flashkit.comG!oar Gforum is$lay.$h$Vforumi U06. The forum is also a great $lace to share i eas, get fee !ack, an fin out the latest news a!out KoolMoves, %lash an relate to$ics. KoolMoves users are encourage to register with %lashkit an $eruse the availa!le %lash resources.
-el To ics
Click on this to o$en the -TML -el$ files inclu e with the KoolMoves installation. There are Ta!le of Contents, 'n e( an Search ta!s.
52
Interactive Tutorial
The 'nteractive tutorial ste$s the new user through the author time environment in creating te(t an image o!"ects, $lacing them on the stage, an then a$$lying effects.
KoolMoves Website<
Click on this to o$en the KoolMoves we!site with your efault !rowser.
%u
ort Forum<
Click on this to o$en the KoolMoves hel$ forum on the %lashkit we!site with your efault !rowser.
Email Us<
Click on this to email su$$ortHKoolMoves.com with your efault email a$$lication.
54
Purchase
)rovi es a link to www.koolmoves.comG$urchase.html, where the user with a emo co$y can $urchase a registration key.
3e&ister
Use your $urchase registration key to make your emo co$y of KoolMoves fully functional.
5C
U date %o"t1are
Use the U$ ate #i9ar to check for the latest versions of the KoolMoves $rogram files an li!raries. /ou can also fin when your u$gra e $olicy e($ires . Contact information is locate in the conte(t hel$ win ow 7:uestion mark in the u$$er right corner8.
About KoolMoves
'n a ition to information a!out the KoolMoves a$$lication, this win ow is$lays the registere user=s name an registration num!er.
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Click on the #i9ar s ta! to change the 'nterface Style. A -int win ow will o$en, is$laying useful ti$s on how to use the #i9ar s 'nterface Style. The hints escri!e the general $rocess of using the #i9ar Mo e to create a movie.
Check the ?DonEt show again@ !o( if you o not want to see this hint !o( the ne(t time you enter #i9ar Mo e. The #i9ar s 'nterface Style is much sim$ler than the A vance Mo e is$laye in Cha$ter FP the Tool!o(, Menu Tool!ar an +avigation Aar are com$letely missing 7however, the Aasic Tool!o( will !e o$ene in the Create ste$ to e it effects when a$$lica!le J more on that later8. Meanwhile, a few new features 7mentione in the -ints win ow8 have !een a e .
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The ne(t few screens will e$en on your $rece ing answers concerning your skill level, the -TML e itor that you have selecte an how familiar you are with %ile Transfer )rotocols 7%T)8. 'f you have )oorGMe iocre -TML $rogramming skills an i not s$ecify an html e itor, KoolMoves will loa the A %lash Movie to #e! )age ; ,eneric A$$roach win ow as shown !elow. This win ow consoli ates information entry an out$ut that, if one manually, woul re:uire several se$arate ste$s an some we! $age co ing. F. Arowse to the we! $age that will contain your movie. *emem!er that your swf file nee s to !e save to the same fol er as the target we! $age. 0. 'f you havenEt alrea y, take this o$$ortunity to e($ort your $ro"ect to a swf file. /ou can also choose to e($ort a $re;e(isting move. 5. Select a location where your swf will !e $lace in the target we! $age. This can always !e change later with your we! $age e itor. 6. Set the loo$ an !ackgroun trans$arency o$tions for your swf file. %or information on the html co ing re:uire to ensure this feature works, $lease see the Trans$arent Aackgroun entry in Cha$ter 0 J )references an .$tions.
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'f you s$ecifie an -TML e itor other than %ront)age, then instea of the ,eneric A$$roach win ow shown a!ove, you will get the Dis$lay #e! )age Co e win ow. Use this screen to ca$ture sam$le IavaScri$t an -TML co e that has !een generate for the s$ecifie movie, an $lace this co e in the target we! $age via your we! $age e itor.
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KoolMoves User Manual As mentione earlier, if your html e itor is %ront)age, it is recommen that you follow the $rovi e tutorial an have %ront)age insert all necessary IavaScri$t co ing. The final win ow has some general htmlG%T) hints. Click on %inish to close the >($ort ste$. 'f the ,eneric A$$roach worke , the target we! $age shoul have IavaScri$t linking to the s$ecifie movie.
.nce a wi9ar se:uence of win ows has !een starte you are not re:uire to follow the ste$s to the en , !ut can cancel at any time. .n the other han , if your movie consists entirely of te(t an or image effects, click on the >($ort !utton when you are rea y to save your $ro"ect an e($ort a movie. 'f youEve e ite the movie using the Aasic Tool!o(, there is a chance that the interface style may have change from #i9ar to Aasic. 'f you want to use the >($ort !utton to save your $ro"ect an e($ort a movie, click on the #i9ar ta! an then select the Aanner wi9ar to make the >($ort !utton res$onsive. /ou will !e re;entering the #i9ar 'nterface Style, so you will nee to re answer the Assess #e! Skills an Tools :uestionnaire.
(anner Wi?ard
The Aanner #i9ar is the sim$lest wi9ar J it "ust gui es the user in efining the movieEs stage si9e an !ackgroun color. 't has a ro$ own list of useful !anner G movie si9es.
.nce you click on .K, the Aanner #i9ar will a vance to the Create ste$ an the Aasic Tool!o( will !e availa!le. The Te(t an 'mage >ffects wi9ar s gui e the user in a ing effects to the movie. The Sli e Show wi9ar is the most com$licate , gui ing the user in efining images to !e use an the transition timing.
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'n Ste$ 0, arrange the images in the esire se:uence. Select a file name an click on the u$ or own arrows to change its relative $osition.
'n Ste$ 5, set the sli e uration an whether or not there will !e a transition effect a$$lie to this sli e.
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Click on %inish to enter the Create Ste$. 'n this $articular $ro"ect ' was evaluating ifferent images for use on a we! $age, so ' organi9e them into a sli eshow for easy com$arison. Use the Create ste$ to e it an $review the sli e show. /ouEve now create a single frame movie, though the ActionScri$t transition effects will make it look a lot larger.
Dou!le click on sli eshowF to o$en the )ro$erties ata view an set the sli eshow com$onent o$tions.
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The Sli eShow com$onent is covere in etail in Cha$ter F6. %or now, it is "ust im$ortant to un erstan that if the Key %rame !ase o$tion ha !een selecte in Ste$ F, all navigation controls woul have to !e a e !y the animator.
we!F."$g a$$earing
we!0."$g a$$earing
To illustrate a few things, letEs see what we get when we create the same sli eshow, !ut this time choose the Key %rame !ase o$tion an the %a e 'n effect. %or one thing, there woul !e a key frame for each image, an a tween frame consistent with the settings at the time the sli eshow was create . .$en the 3iews menu, the ScoreGTimeline, List of Sha$es an List of %rames 3iews. The List of Sha$es is$lays what is $resent on the current key frame, while the Timeline view is$lays all the o!"ects in the movie, an on which frames they are $resent. /ou can see in the timeline that each image is use five times. The images are initially trans$arent !ecause of the %a e 'n effect.
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KoolMoves User Manual 'n the List of %rames, you can see that the key frames where the images are first use have !een name for the image. This is a !uilt in navigation an $rogramming ai , to hel$ you a features like !uttons to control the flow of the sli eshow. 'n the se:uence of images !elow, the sha$e we! F has !een selecte . As we ste$ through the frames, you can see we!F=s trans$arency range from F11Z to 1 !ack to F11Z.
Click on the )lay !utton, or $ress Ctrl;S$ace!ar, to $review the sli e show in a !rowser win ow. There you can see how the transition effect is affecte !y XtweeningX.
#hen you are through e iting your sli e show, the ne(t ste$ is to save your $ro"ect to a .fun file an e($ort the movie to a .swf file. To take a vantage of all the features availa!le in KoolMoves, it is recommen e that you rea the %ile L >($ort Settings in Cha$ter 0 an %ile L >($ort Menu in Cha$ter 6. .nce the $ro"ect has !een e($orte to a movie, use your we! $age e itor to $osition the sli eshow on the esire we! $age. -owever, for a etaile ste$;!y;ste$ gui e to e($orting your sli eshow to a .swf file, click on the >($ort wi9ar !utton as iscusse earlier in the Three Ste$s J Setu$, Create an >($ort entry.
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'n the 'mage >ffects interface, F8 select an image file, 08 set the trans$arency of the image, 58 select the name of the effect from the list of effects, an 68 click on .K.
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These wi9ar s sto$ with the Create ste$ an o$en the Aasic 'nterface Style Tool!o(. This allows you to re$osition or otherwise e it the o!"ect youEve "ust a e , an also allows you to a a itional Te(t an 'mage effects to your movie. To launch the same wi9ar a secon time, click on the Setu$ !utton. To switch from the te(t to the image effect wi9ar , or vice versa, use the ro$ own menu. .nce you are rea y to save you $ro"ect an e($ort a movie, click on the >($ort !utton.
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Part II Menu Toolbar 9 Menu Commands Cha ter 6 1ile 0 erations Cha ter 5 )ata ;ie8s
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"ile # Sa!e -s
+o 'con. This comman o$ens a #in ows >($lorer ty$e ialog to save current $ro"ect to a .fun file.
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"ile # &xport
The %ile L >($ort menu an the >($ort icon menu are very similar. The in ivi ual actions are covere !elow.
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Select the fre:uency of screen ca$ture an the num!er of screen ca$tures. The uration of the movie is in icate !ut may !e :uite wrong. The uration is calculate from the num!er of main movie frames an the frame rate !ut this oes not take into account the time it takes for em!e e swfs an movie cli$s to $lay. Therefore, it may !e necessary to manually increase the num!er of screen ca$tures in or er to ca$ture the entire movie. 7oteI Aitma$ ca$tures ten to !e large.
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Select a target fol er an file name for the first ca$ture. Su!se:uent ca$tures will !e name se:uentially !ase on this file name.
Saving screen ca$tures while calculating tweens creates a loa on your $rocessor J the movie will run very slow.
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These are the ca$tures, at 2 minutes an a!out 5Z com$letion. Ca$turing from the internal $layer works !etter if all you nee are the key frames, or "ust the current key frame. Ca ture from internal la#er
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KoolMoves User Manual /ou can create an animate gif !y assem!ling a series of frame ca$tures. Ca$ture a series of frames an use software for creating animate gifs to transform the series of !itma$s into an o$timi9e animate gif. There are many such s$eciali9e $ro ucts availa!le.
E= ort as %WF
A KoolMoves $ro"ect can !e e($orte as a %lash& movie 7.swf format8 with %ile L >($ort Movie L Save as %lash Movie. /ou can create a stan ;alone .swf file, a .swf file an a .html tem$late file which references the .swf file, or a a %lash movie to an e(isting we! $age. Aoth swf an html files are nee e for the movie to $lay on the internet. Movie $ro$erties 7wi th an height, s$ee , !ackgroun color or image8 can !e set with menu items associate with Movie menu !ar $rior to e($orting the files.
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E= ort as %0G
This function e($orts all sha$es or the selecte sha$es of the current key frame to an S3, file.
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'n e$en ent animation $ro"ects can !e evelo$e an then im$orte into another $ro"ect. .n im$ort, the estination $ro"ectEs s$ee setting a$$lies so a "ustments may !e necessaryS frame urationGtweens will !e !ase on the estination $ro"ects efault setting. 'f the inserte KoolMoves movie re:uires more frames than are availa!le at its insertion $oint, KoolMoves will a a itional frames to the host $ro"ect. These animations can !e inserte into movie cli$s. Select from the names of .fun files in the left list !o( an $ress A to a to your animation. To $review the entire movie, check )review All. .therwise, only the file to !e inserte will !e $reviewe .
< N / .ffset J A "ust the $lacement of the cli$ art relative to the center of the frame. Timing, Start at J Select an insertion $oint for the animation J efaults to active frame. Timing, >n at J The $rocess will a frames to the current $ro"ect if re:uire .
Timing, S$ee J a "usts the num!er of tweens use !y the animation, !ase on the efault tween setting of the estination $ro"ect.
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This is html co e that will !ackgroun mi i soun to your we! $ageP T>MA>D S*CUXhittheroa .mi X AUT.STA*TXUTrueX -'DD>+UTrueX L..)U XTrueXL TA,S.U+D S*CUXhittheroa .mi X L..)UXinfiniteXL
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Like the Tools Tool!ar, Data 3iews can !e ragge to anywhere on your screen. Data 3iews can also !e ?colla$se @ to their title !ar !y clicking on the Colla$se !utton locate !elow the title !ar, an resi9e !y ragging the resi9ing marks in the lower right corner of the win ow.
Colla$se Autton.
*esi9e Marks.
#orking with visual o!"ects an effects within a movie can re:uire having more than one Data 3iew o$en at a time. As these elements are a resse in their own cha$ters, Data 3iew functionalities will !e illustrate in greater etail. This cha$ter will $rovi e a :uick overview of the availa!le Data 3iews, how they are accesse an use .
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)ro$erty views for 5 ifferent ty$es of o!"ects. 70TEI Dou!le clicking on an o!"ect will o$en the )ro$erties win ow.
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KoolMoves User Manual Click on a fiel within the )ro$erties ata view to highlight that fiel . A escri$tion of that fiel will a$$ear at the !ottom of the )ro$erties ata view. 'f the fiel is not graye out, a ro$ own menu arrow or an elli$sis 7?Q@8 shoul also a$$ear ne(t to the $ro$ertyEs current value. Clicking on an elli$sis will o$en a ialog win ow. All visual elements on the Stage have a )ositionGsi9e fiel . Clicking on the elli$sis will o$en the +umeric Transform ialog 7covere in Cha$ter F0 J Transfoms N >ffects8. The )ro$erties Data 3iew is resi9ea!le ; a scroll!ar is is$laye if all the fiel s are not visi!le, an left an right navigation !uttons are is$laye all the $ro$erty ty$e ta!s are not visi!le,. Click on a ta! other than All to isolate relate $ro$erties. The )ro$erties Data 3iew fiel s for a ty$ical sha$e are covere !elowS fiel s s$ecific to Autton, Te(t, Movie Cli$ an Com$onent o!"ects are covere in their res$ective cha$ters.
2oo# 5A
earances6
/ou can control the a$$earance of a sha$e with $oints through itsP F8 %ill 08 Line #i th 58 Line color 68 Last !or er segment All conveniently locate in the Sha$e )ro$erties #in ow.
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A sha$e can !e fille with a soli color or a !itma$ 7'mage %ill8. To make the interior of the sha$e trans$arent, select 's %ille an choose +o. %or more a!out ColorG%ill o$tions, see ColoringGTrans$arency in the ne(t section.
To change the Aor er Thickness aroun the sha$e, select Line #i th. The line wi th is an integer num!er of $i(els. Aor ers with values of .02 an .2 or that have some egree of trans$arency are not ren ere correctly in the KoolMoves internal $layer at this time, !ut are e($orte correctly to a %lash& movie.
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To set whether the last !or er segment of the sha$e is rawn or not, select Close .
This shows a sha$e with the last segment not rawn. #hen the sha$e is also not fille , we have a line 7i.e., the Close $ro$erty is off an the %ille $ro$erty is off8. The Close an %ille $ro$erty states can !e toggle !y selecting them.
The $ro$erty ialog for te(t looks ifferent !ecause te(t has ifferent $ro$erties than sha$es with $oints. The color of te(t can !e change !y clicking on the Color $ro$erty. A ialog that lets you set color will a$$ear. The te(t, font, font si9e can !e e ite !y clicking on the Ty$e $ro$erty. A ialog will a$$ear in which you can e it the te(t. Assigning !utton $ro$erties an making a non;te(t sha$e into a sym!ol are e($laine in the ne(t section. Colorin$ : Trans arenc# Sha$es an te(t can !e fille with a soli color 7with or without trans$arency8, a color gra ient, or a tile image 7'mage %ill8. Access to the Sha$e %ill ialog is through the )ro$erties Data 3iew an the Sha$e %ill tool in the Tools Tool!ar. Soli color an gra ient fills can have egrees of trans$arency. .n the sha$e fill ialog !o(, there is an e it !o( for entering a trans$arency value. The range for trans$arency is 1 7o$a:ue8 to F11 7totally trans$arent8 Z.
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KoolMoves User Manual o fill wit# a solid color$ Select Soli Color at the to$ of the ialog. /ou can 7F8 enter re , green, an !lue 7all 1 to 022 in range8 an a trans$arency value 71 to F11 in range8, 708 select with your mouse from the color wheel 7$artially shown8, 758 use re , green, !lue, hue, saturation, an lightness sli ers 7$ress the !utton on the left un er the trans$arency value8, or 768 use an eye ro$$er 7$ress the !utton on the right un er the trans$arency value8 to select a color from another sha$e on the Stage. To view the sha$e fill !efore committing, $ress )review. .n .K, the sha$e fill is a$$lie to all selecte sha$es. o fill wit# a color gradient$ Select Color ,ra ient at the to$ of the ialog !o(. A gra ient fill is com$rise of u$ to eight color $ointers. The color associate with the selecte color $ointer is shown un erneath the gra ient efinition !ar. The color of the selecte color $ointer 7it is the color $ointer which is e$resse 8 can !e change !y 7F8 entering re , green, an !lue values 7all 1 to 022 in range8 an a trans$arency value 71 to F11 in range8, 708 selecting with your mouse from the color wheel 7$artially shown8, 758 a "usting the re , green, !lue, hue, saturation, an lightness sli ers. The color gra ient can !e either linear or ra ial. Color $ointers can !e ragge to the left or right along the gra ient efinition !ar to change the gra ient effect. A color $ointer can !e a e !y $ressing the small !utton with the $lus sign. The mouse cursor turns into a color $ointer with a ] in the mi le. Click at a $osition on the gra ient efinition !ar. Then change the color of this color $ointer. A color $ointer can !e elete !y $ressing the small !utton with the minus sign an the selecte color $ointer is elete . An e(am$le of a selecte rectangular sha$e fille with linear gra ient is shown here. .nly a sha$e with $oints can !e fille with gra ient color. To fill te(t with gra ient color !reak it a$art into a sha$e with $oints 7TransformsGAreak A$art Te(t8.
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KoolMoves User Manual The rotational orientation, $osition an si9e of the gra ient fill can !e a "uste with *otateGShift ,ra ient %ill an Scale ,ra ient %ill un er the Transforms menu or with the a$$lica!le !uttons in the Sha$e %ill Dialog.
Moving the center of the gra ient fill to the right shifts the gra ient to the right. Moving the cursor aroun the center rotates the gra ient. o fill wit# an image$
Select 'mage at the to$ of the ialog !o(. Use the Arowse X...X !utton to locate your image file. Am$, "$eg, tiff, $c(, an $ng file formats can !e im$orte . Trans$arency in $ng files is ignore at this time. 'f you use the same image with the same filename multi$le times throughout the movie, KoolMoves is smart enough to store the image only once in the e($orte %lash& movie. 'f the image is larger than the sha$e, only the u$$er left $ortion of image will fill the sha$e. 'f the image is smaller than the sha$e in any imension, the image will tile to fill the sha$e. .nly a sha$e with $oints can !e fille with a image. The trans$arency of the image can !e a "uste with a sli er. test /ou can $review the fill !y $ressing )review. .n $ressing .K, the fill, either color, gra ient, or image, will !e a$$lie to all currently selecte sha$es an , if the fill is color, to all selecte te(t. %olor Models$ "&B vs 'SB There are many color mo els in use to ayS all of them !ase either on how color is $erceive or how colors will !e generate for a s$ecific me ium or $ur$ose. Three of the most $o$ular color mo els in use on com$uter a$$lications are *,A 7*e ;,reen;Alue8, -SA 7-ue;Saturation; Arightness8 an CM/K 7Cyan;Magenta;/ellow;Alack8. The CM/K mo el is use s$ecifically for 7four color8 $rinting a$$lications an thus oes not a$$ly to %lash a$$lications.
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KoolMoves User Manual Color monitors com!ine re , green an !lue 7the $rimary colors8 $i(els to generate the visi!le s$ectrum from !lack to white 7this is why *,A is calle an additive mo el8. >ach $rimary color can have a value ranging from 1 to 022 711 to %% in he(a ecimal notation J each color is two igits in the final he( color value 1(**,,AA8. 1(111111 is !lack while 1(%%%%%% is whiteS $ure hues of re , green an !lue are 1(%%1111, 1(11%%11 an 1(1111%%, res$ectively. There are F4,CCC,0F4 colors $ossi!le. #hen color mo els other than *,A are use on $ersonal com$uters, ultimately they have to !e translate into *,A at some $oint to is$lay on the monitor. A$$lications using CM/K often have a color cali!ration $rocess to avoi color shift $ro!lems. Color shift is not an issue with -SA J any color that can !e re$resente in -SA can !e re$resente in *,A, an vice versa.
Sli er Autton
The -SA color mo el is more in tune with how humans conce$tuali9e colors, an using the -SA sli er !ars is conce$tually analogous to how artists have tra itionally mi(e $igments to create colors. -ue refers to a color=s light fre:uency, saturation is the amount or strength of the hue 7its $urity8, an !rightness is the amount of !lack in the color 7its lightness or arkness8. To oversim$lify the -SA mo el, a color is a hue that is mo ifie !y saturation an !rightness.
*e Sli er Settings
A hue is a X$ureX color, i.e. one with no !lack or white in it. A sha e is a X arkX color, one $ro uce !y mi(ing a hue with !lack, a tint is a XlightX color, $ro uce !y mi(ing a hue with white, an a tone is a color $ro uce !y mi(ing a hue with a sha e of grey. -ue values are gra$hically re$resente as a circle, ty$ically range from 1 to 541, with 1 an 541 !eing i entical 7ie, hue cycles from re !ack to re 8.
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*e Sli er Settings
Saturation refers to the intensity of a s$ecific hue. 't is !ase on the color=s $urityS a highly saturate hue has a vivi , intense color, while a less saturate hue a$$ears more mute an grey or Xwashe ;out.X #ith no saturation at all, the hue !ecomes a sha e of grey. Saturation ranges from 1 to F11 $ercent. Arightness, also known as ?!rilliance,@ XluminosityX or XlightnessX, is a relative e($ression of the intensity of the energy out$ut of a visi!le light source. Arightness ranges from 1Z to F11Z. 'n the *,A color mo el, the am$litu es of re , green, an !lue for a $articular color can each range from 1 to F11 $ercent of full !rilliance.
E""ects
There are a!out half a o9en $owerful effects that can !e a$$lie to sha$es, grou$ of sha$es, te(t, im$orte S#% movie, or movie cli$ 7%a e 'nG.ut, >($an , Shrink, Moom 'nG.ut8. +ot all of the effects work on each o!"ect ty$e. >ffects are foun un er the >ffects menu, on the >ffects ta! of the )ro$erties Data 3iew, the >ffects ta! of the Score Data 3iew, an the >ffects tool in the Tools Tool!ar. %irst select a sha$e an then select the effect. Most of the effects occur over several key framesS you can s$ecify how many key frames when you create the effect or at a later time !y using >ffects L Mo ify or !y e iting the effect in the )ro$erties ialog. /ou can also com!ine effects in many cases. A s$ecial kin of effect calle motion scri$t uses so$histicate %lash 2 an higher action scri$t co e to create the effect. >ach motion scri$t is highly customi9a!le, !ut usually can not !e com!ine with other effects. See the Motion Scri$ts entry in A$$en i( > for a com$lete listing of availa!le motion scri$ts.
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KoolMoves User Manual The a vantage of the regular !uilt in effects like fa e in an 9oom in is that they can !e a$$lie to any o!"ect an they $reserve any frame;!y;frame user im$ose color, sha$e, an $osition changes. The a vantage of the ActionScri$t;!ase effects is that they are more uni:ue an are highly $arameteri9e . .!"ects with Motion Scri$t, %ilter, or Alen Mo e effects are is$laye on the stage with a ashe !lue !oun ing !o(. .ther effects are is$laye with a green ashe !o(. A itional ways to mo ify o!"ects are availa!le un er the Transforms menu an $alette covere in Cha$ter F0. Motion "cri ts Motion scri$ts are %lash 2 or higher ActionScri$t that can !e a$$lie to almost any o!"ect ;; te(t, an image, a movie cli$ or a general sha$e. The motion scri$t animate effects are not viewa!le within the KoolMoves main e iting environment; all you see is a !lue ashe !o( surroun ing the sha$e. The motion scri$t action is visi!le in the motion scri$t $review win ow, in a we! !rowser, or in a stan ;alone %lash $layer.
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KoolMoves User Manual Aecause of the nature of these ActionScri$t;!ase effects, frame;!y;frame changes in color, sha$e, an $osition are ignore !y the effect. The $osition, color, an trans$arency from the first frame the sha$e a$$ears in is use !y the effect. The length of the effect is etermine !y the effect itself not !y the num!er of frames the sha$e a$$ears in. Also, motion scri$ts isa!le ro$ sha ow effect a$$lie to static te(t. 'f the te(t is a single letter or if the effect is a$$lie to a non; te(t o!"ect, effect $arameters such a left to right or right to left o not a$$ly. /ou can achieve some level of frame;!y;frame changes !y em!e ing the o!"ect with the motion scri$t insi e a movie cli$ an then mani$ulating the movie cli$ in $osition, si9e or rotational angle. %or those a vance users who want to control the effect from the main movie through ActionScri$t comman s, the name of the movie cli$ that encom$asses the effect has the same name as the sha$e in the KoolMoves sha$e listS this is a ynamically create movie cli$ 7i.e., at movie e(ecution8 so you will not see it liste in the sha$es list. 'f there is an em!e e s$ace, the s$ace is remove . 'n the e(am$le a!ove, co e to fin the ( a(is location of the movie cli$ containing the te(t woul look like ?(Wloc U s f.W(S@. /ou are a!le to create your own motion scri$ts an use them in your movies. See the rea me.t(t in the My Scri$ts fol er insi e the Motion Scri$ts fol er for more information. See the Motion Scri$ts entry in A$$en i( > for a com$lete listing of availa!le motion scri$ts.
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() KoolMovesEs 5D effects com!ine motion scri$ts with a 5D ren ering engine. 5D effects can !e a$$lie to static te(t an sha$es with soli 7i.e., no gra ient or image fill8 colors. To remove an effect, select X+o effectX in the list of effects. Checking )review All is$lays the entire movie rather than "ust the selecte o!"ect.
The 5D effect cannot !e com!ine with other effects on the o!"ect, an only one 5D effect can !e a$$lie at a time. -owever, if the sha$e or static te(t is $lace within a moviecli$, a itional effects can !e a$$lie to the movie cli$. %or e(am$le, while a 5D effect can not !e com!ine irectly with a ro$ sha ow effect, a ro$ sha ow filter can !e a$$lie to a movie cli$ containing the o!"ect with a 5D effect. 5D effects result in larger than usual S#% files. The effect, in icate !y a !lue ashe !o(, is not viewa!le in the KoolMoves e iting screen or its internal $layer !ut can !e viewe in the $review win ow associate with the 5D effect or in a we! !rowser.
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KoolMoves User Manual 1ade:"i'e The %a e, ,row, an Moom Transition >ffects have their effect over an o!"ectEs !eginning an en ing key frames. Click on a check !o( to set $arameters for the effect an turn the effect on.
The %a e an ,row settings are i entical an work in a similar fashionP the Al$ha value or si9e starts 1Z an changes to F11Z 7?'nitial@8, or starts at F11Z an changes to 1Z 7?%inal@8. The num!er of key frames, com!ine wG the frame uration an movie s$ee , etermining how fast the effect will occur.
The Moom effect oes not automatically range from 1 to F11Z, so an a itional $arameter e(ists in these ialogs.
.nce the $arameters are set, turn on the >ffect !y clicking on .K. Click on the e it !utton in the %a e an Si9e Transitions win ow to change the $arameters for the res$ective effect. Moom effects can not !e use in con"unction with %a e or ,row effects.
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" in:>otate The *otate an S$in >ffects ialog win ow is $retty stan ar J click on !o( to o$en $arameters ialog, e it !uttons isa!le until effects are turne on, click on .K !utton to save effects to selecte o!"ect.
Like the %a eGSi9e effects, the *otation >ffect allows you to a$$ly the effect to either the initial or final key frames, or !oth. The %a eGSi9e efault key frame effect uration value is 0 while it is 6 for the *otation effect. The e($lanation for this ifference is covere in the Mor$hing entry un er the Aehavior ta! J suffice it to say that the *otation >ffect nee s 6 key frames to work $ro$erly. Aelow, with the hel$ of some image e iting, you can see the effect of a K1 egree *otation >ffect on a star sha$e over the first five key frames.
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KoolMoves User Manual %or the S$inG*otate effects, the only vali values for the egrees of s$in or rotation are !etween F an FD1, inclusive. S$inning iffers from rotating in that at K1 egrees the sha$e is e ge on to the is$lay $lane J at which $oint a two imensional sha$e isa$$ears. The sha$e !elow is s$inning at 51 egrees $er key frame.
1ilters %ilters can only !e a$$lie to movie cli$s, !uttons an ynamic te(t. %or information on how to use %ilters, $lease see the Movie Cli$ >ffects entry in Cha$ter FF. ?lend Modes Alen Mo es can only !e a$$lie to movie cli$s an !uttons. %or information on how to use Alen Mo es, $lease see the Movie Cli$ >ffects entry in Cha$ter FF. )ro "hado8 Dro$ sha ows o not work well with %a e transitions an are isa!le !y motion scri$ts when a$$lie to static te(t.
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(ehavior * %ha es
The fiel s availa!le un er the Aehavior ta! will vary, e$en ing on the ty$e of o!"ect that is selecte . A resse !elow are the fiel s for a sim$le sha$e J most a$$ly to !uttons, moviecli$s an other o!"ect ty$es. The !ones $ro$erty is iscusse in Cha$ter 4 J DrawingG> iting Sha$es. Is a ?utton Set to yes to convert a sha$e to a Autton. Is a "#mbol *as o osed to "ha eA sym!ol is a sha$e which is rawn once an reuse more than once throughout the movie. .ne of the o$tions in %ile L )references is to have o!"ects rawn with the Tools Tool!ar tools efault to sym!ols instea of sha$es. Drawing sha$es as sym!ols results in the smallest swf file si9e !ut $uts limitations on how sha$es can !e change frame;to;frame. These limitations are acce$ta!le for most a$$lication or game esigners !ut woul normally !e unacce$ta!le for cartoonists. .ne of the $rinci$al metho s for o$timi9ing %lash& movie $erformance is to make as many sha$es as $ossi!le into sym!ols. Technically, a sym!ol is a sha$e that is share !y other sha$es 7calle instances of the sym!ol8. 'f you move a $oint in one instance it will !e move in all instances throughout the movie 7KoolMoves first asks you if you want to change all instances8. 'f you change the gra ient in one instance, all instances will !e change . An , so on. The e(ce$tions to this are soli color fills, sha$e $osition, scale an rotate transformations. These four only change the instance acte u$on, not all instances. This is ictate !y the %lash file format. %or sim$licity, KoolMoves treats all te(t sha$es as sym!ols. 'f you have sha$es that a$$ear more than once in a single frame or in multi$le frames, then it is a visa!le to make these sha$es into sym!ols if you o not inten to move in ivi ual $oints from one frame to the ne(t. 'n many cartooning situations, you woul want to move $oints from one frame to the ne(t to make a mouth move to simulate talking or to ma e a han move to simulate waving, etc. so such sha$es woul not !e goo can i ates for sym!ols. 'f the sha$e is stationary an un ergoes no change throughout the movie, it is not necessary to make the sha$e into a sym!ol 7KoolMoves will automatically han le this situation8. 'n the future, we will !e $rovi ing a metho to o$timally convert sha$es into sym!ols after the animation is com$lete so it is not necessary to !e thinking a!out this o$timi9ation while you are evelo$ing a movie.
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KoolMoves User Manual To make a sha$e into a sym!ol, select /es for the 's a Sym!ol $ro$erty. This shoul !e one imme iately after creating the sha$e !efore a co$y is ma e within a frame or a frame is co$ie . +otice that the $oints to the sha$e have a ifferent a$$earance to in icate that these $oints are $otentially share with other sha$es. The sym!ol instance is e ite like any other sha$e. 'f the change affects other instances you will !e warne . Mas+in$ and Mas+in$ )e th Masking is a very $owerful techni:ue. The following illustrates a sim$le animation e(am$le of letters !eing reveale from left to right using a gra ient an a te(t mask.
#e start with a circular sha$e, no !or er, that is fille with a gra ient. .n to$ of that we $lace a te(t sha$e. The te(t is the mask. Think of it as a cookie cutter. The mask cuts out what is un erneath to the e(tent of its masking e$th which in this case is F. The fill or color of the mask is immaterial. The mask itself is invisi!le when the movie $lays. 'n the e iting environment, the mask is !y efault visi!le.
A sha$e is ma e into a mask in the $ro$erty ialog. The e$th of the masking effect is also assigne in the $ro$erty ialog. Anything e(ce$t !uttons can !e ma e into a mask.
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KoolMoves User Manual 'n the first frame, the gra ient fille sha$e is $ositione to the left of the te(t. The frame is co$ie an the gra ient fille sha$e is $ositione to the right of the te(t. During animation, the gra ient will swee$ across the te(t revealing the letters.
This is how it looks when the gra ient fille sha$e is un erneath the center of the te(t 7in this case the movie s$ans three key frames8. To see the effect of the masking, $ress Ctrl]M. This is how the movie will look when this key frame is $laye . Ctrl]M removes the masking effect an the mask is ma e visi!le again. The sha$es ialog i entifies masking sha$es an sha$es which are cli$$e !y masks with two ifferent icons. The mask is always on to$ of the sha$es which are cli$$e !y the mask.
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Ease In:0ut The >ase 'n, >ase .ut $ro$erty is use to a$$ly varia!le acceleration to an o!"ectEs tweening effect. 'ntro uce with KoolMoves 2.4, there are thirty ifferent scenarios in a ition to the efault linear tweening. >asing cannot !e com!ine with a motion scri$t effect.
To change the easing over many frames, use Selection Sco$e !efore changing the easing. Checking )review All is$lays the entire movie rather than "ust the selecte o!"ect for the current frame. The >lastic ease in acceleration chart a!ove in icates that negative acceleration 7reverse motion8 occurs at a cou$le $oints uring the transition.
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Mor hin$ Mor$hing is the techni:ue !y which sha$es in one key frame are smoothly !len e into corres$on ing sha$es in the ne(t key frame. Mor$hing is han le !y KoolMoves without you having to think a!out it. There is mor$hing !etween two key frames when the num!er of tween frames !etween two key frames is greater than 9ero. To $revent mor$hing, set the tween frames in that $art of movie to 9ero. To $erform mor$hing !etween two key frames, KoolMoves must recogni9e the relationshi$ !etween sha$es in the two key frames. 'f a key frame at the en of the movie has sha$es A an A an that key frame is co$ie to the en of the movie, sha$es A= an A= in the co$ie key frame are relate to A an A through the co$y $rocess so correct mor$hing will occur. Mor$hing occurs !etween a sha$e an its single counter$art in the ne(t key frame. There cannot !e mor$hing !etween a single sha$e an multi$le sha$es or vice versa. The Mor$hing -int is$laye in a )ro$erties win ow is use to tweak $erformance when $ro!lems occur for mor$hing over multi$le frames. . Morp#ing #int Turn this feature on to hel$ in the ren ering of the mor$hing effect when there is a issimilar num!er of $oints !etween the two sha$es. S#apes ( Advanced ( Morp# So)rce The mor$h source function gives you the ca$a!ility of mor$hing two sha$es that are not currently mor$hing. This is $articularly useful if you insert a movie into your current movie an you want to cause mor$hing !etween sha$es in the current movie an those in the inserte movie. A sha$e can have only one mor$h source. Make sure = raw sha$es as sym!ols= is turne off in %ile L )references L Drawing, or change the sym!ol to a sha$e in the )ro$erties win ow. The mor$h source ialog asks you to select a sha$e from the $revious key frame to assign as the mor$h source to a selecte sha$e in the current key frame. The key to goo mor$hing is to have the same num!er an ty$e of $oints in the source an target sha$es. %or e(am$le, when mor$hing !etween a circle an a s:uare, a a itional $oints to the s:uare with the A )oint an Line to Curve tools 7Cha$ter 4 J *esha$ing8. >very other $oint shoul !e a s$line 7ie, curve $oint8 when mor$hing to a circle. *on-+inear Morp#ing Stan ar mor$hing entails linear inter$olation !etween two a "acent key frames. This is sufficient for most situations !ut fails to $ro uce goo results when there is rotational motion. +on;linear mor$hing involves a cu!ic fit !etween 6 key framesS this $ro uces su$erior movement !ut oes result in a larger swf file si9e. 'f the non;linear o$tion is selecte an there are less than 6 key frames of motion, stan ar mor$hing will automatically occur. +on;linear mor$hing is only availa!le in the Cartooning interface style.
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3iew Ta!s
Dis$lay Area
7oteI The %lash )layer usually ski$s the first frame, so your movie shoul start with an em$ty key frame. +o o!"ect or ActionScri$t co e shoul occur !efore the secon key frame. Click on a ta! to move !etween views. Click within the %rame Aar to move to a ifferent key frame. The $ink column that e(ten s from the %rame Aar through the Dis$lay Area in icates the active key frame. *ight clicking on that $ink column within the %rame Aar invokes a $o$u$ menu with a num!er of frame e iting o$tions. Soun s an Actions o$ens the Actions an Soun s .verview covere later in this cha$ter. The A Q %rame comman s are iscusse in > iting an )laying %rames in Cha$ter F. Delete, Cut, Co$y an )aste Aefore Selection can work with multi$le frames selecte . *everse %rames can only work when multi$le frames are selecte . To select more than one frame to elete, co$y or reverse, click within the %rame Aar while hol ing own the shift key to a in ivi ual frames to the selection. The Swa$ comman s eal with the frame imme iately a "acent to the active frame. )aste to %ileQ will o$en a Save toQ ialog win ow an $aste key frames co$ie !y the Co$y comman to a new .fun file. *enameQ o$ens a ialog !o( to rename the active key frame.
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KoolMoves User Manual There are certain nuances to the %rame Aar, so letEs take a closer look.
F8 'n the Key %rame !ar there are white an grey regions. The white region reflects key frames that e(ist. Clicking in the grey region has no effect. 08 At the hash mark la!ele F1 one woul e($ect to !e at the F1th hash mark, !ut it is actually the ninth. The num!ering through the Key %rame !ar is off !y one. This is a legacy issue that oesnEt affect $erformance, an since the num!ering is accurate in the List of %iles Data 3iew an +avigation !ar, no one has ever com$laine . Iust an o ity of KoolMoves. 58 %rom the $ink in the Key %rame !ar we can tell that three key frames have !een selecte . -owever, which key frame is the active frameV The answer is ?the last key frame selecte @, also known as the one whose $ink !ar e(ten s into the is$lay area. 'n the image a!ove, the last key frame selecte was the fourth.
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%core tab
The Score view allows you to see at a glance where an o!"ect has !een throughout the entire movie. The Score view is e:uivalent to the timeline view in other %lash tools. 'n each key frame, o!"ects that are $resent are is$laye as ots. Clicking on a ot selects the o!"ect an moves the $ro"ect to that frame. Selecte o!"ects are in icate !y !lue fille ots. Shift;click to make multi$le selections The or er of the o!"ects in the is$lay area reflects their relative $osition 7? e$th@8 in the content stack. .!"ects higher u$ are is$laye over lower o!"ects in the movie. After an o!"ect is selecte , right clicking in the is$lay area invokes a conte(t sensitive $o$u$ menu. #ith these comman s the selecte o!"ect7s8 can !e rename , co$ie or move to an a "acent key frame, or move in the Content Stack. #ith KoolMoves 2.1.0, movie cli$s can !e a e to the Sym!ol Li!rary 7a itional o!"ects can !e a e starting with the ne(t KoolMoves release8.
The Score view also has the following comman !uttons 7$o$u$ menus inclu e where a$$lica!le8P Co$y selecte sha$e to the ne(t frame. Shift selecte sha$e right or left across the timeline.
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E""ects tab
The >ffects view is an efficient metho for tracking effects use throughout the movie. This view also allows you to a an mani$ulate effects. An effect changes the si9e, $osition, trans$arency, an Gor rotation of a sha$e, usually over a series of frames. ,enerally multi$le effects can !e a$$lie . %or instance a sha$e can fa e in while increasing in si9e from nothing. 7oteI Motion Scri$ts are the ma"or e(ce$tion reference !y the ?usually@ an ?,enerally@ a!ove. As a class they work in a single key frame, an can not !e use in con"unction with effects that re:uire multi$le key frames or tweening. The s$an of the effect can !e change in the is$lay area !y ragging the si e of the !o( i entifying the effect.
The >ffects view also has the following comman !uttons 7$o$u$ menus inclu e where a$$lica!le8P A >ffect. .$ens a menu of effect ty$es that can !e a$$lie to the selecte sha$e. Availa!le Motion Scri$ts are liste in A$$en i( >, the effects interfaces are iscusse in the >ffects Cha$ter. Lengthen the Movie. This is useful when you create uni:ue transition effects.
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7oteI the %lash )layer will ski$ any actions on the first frame. *ight;clicking on a comman in the timeline area of the is$lay o$ens a $o$u$ menu. The > it function is graye out e(ce$t for actions that re:uire user in$uts 7i.e., configura!le comman s an ActionScri$t co e8.
A Action or Soun . .$ens a menu containing F8 comman s that can !e a$$lie irectly to the selecte frame, 08 interfaces to customi9e configura!le comman s, an 58 the Action Scri$t > itor. Miscellaneous +otesP )lay Movie, Sto$ Movie, an Sto$ Soun s are a$$lie irectly to the %rame an re:uire no user in$uts. Sto$ Soun s will sto$ all soun s currently $laying when that %rame is loa e . Soun files, movies, source te(t an other e(ternal o!"ects efine at authoring time an loa e at movie e(ecution can !e :uickly i entifie with the De$en encies win ow 7Movie L Movie De$en encies8. The Dynamic Te(t comman s are graye out if there are no Dynamic Te(t o!"ects in the $ro"ect.
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KoolMoves User Manual "tart "ound Soun s 7M)5 an .wav )CM8 can !e a e to a s$ecific frame in a KoolMoves movies. #hen the movie $lays that frame the soun will start $laying. M)5 frame soun s can !e streame 7this means that the animation can !egin $laying !efore the entire soun is loa e 8. The isa vantage to streaming soun s is that key frame animations can !e ro$$e if they cannot kee$ u$ with the soun .
Select a Soun > it the soun using au io e itor efine in %ile L )references )lay a soun *emove a soun
>ach Key %rame can have only one soun action. Loa soun s into movie cli$s to have multi$le soun s on a Key %rame. 'f you use the same soun file multi$le times throughout the movie, it will !e reference that many times in the %lash& movie !ut only efine once. Soun files ten to !e huge which can make the e($orte swf file huge. To re uce soun file si9e, take these ste$sP in a soun e iting $rogram convert from stereo to mono an to the smallest sam$le rate that gives you the :uality you nee . Shortening the soun track also hel$s. Soun s can also !e attache to !utton states 7e.g. moving the mouse over a !utton or on $ressing a !utton8. See A ing Soun to Autton States in Cha$ter C for more etails. Soun s o not $lay when the movie runs in KoolMoves= internal $layer. 'f a soun $lays longer than the movie an the movie loo$s, the soun from the first loo$ will continue $laying uring su!se:uent loo$s until it finishes. The soun effect worsens as the movie continues to loo$. To solve this $ro!lem, a Sto$ Soun action to the last frame of the movie. 'f your soun file is sam$le at a rate other than 2211, FF102, 00121, or 66F11, the soun will $lay in the %lash $layer at a rate nearest to one of the four rates liste a!ove.
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KoolMoves User Manual The uration of a soun is in icate in the Actions an Soun s 3iew win ow an in the Actions an Soun s ta! of the timeline !y a soun icon followe !y small s:uares. 9ction"cri t See Cha$ter F5 ; Action Scri$ting. Ao To U>5 *U>5 5in+The ,et U*L win ow is com$ara!le to the getU*L ActionScri$t glo!al function. #ith this you can loa a ocument into a !rowser or e(ecute server;si e scri$ts. A similar win ow is availa!le for incor$orating this ca$a!ility into !uttons. The o$tional U*L Target fiel 7com$ara!le to the win ow argument in getU*L78 8 can !e use to loa the ocument into a name !rowser win ow or !rowser frame. 'f this fiel is left em$ty, the ocument is loa e into the current !rowser win ow or frame. The ro$ own list has four $reset valuesP !lank, W$arent, Wself an Wto$. W!lank J .$ens the ocument in a new, anonymous !rowser win ow. W$arent J *e$laces the frameset that contains the current movie. Wself J Loa s the results of a scri$t e(ecution into the current !rowser frame or win ow. Wto$ J *e$laces all framesets in a we! $age with the s$ecifie ocument. #hen testing a movie using )lay in Arowser, any html an swf files reference !y ,et U*L or Loa Movie MUST !e in the same irectory as the fun file for these !utton actions to access these files, or set the irectory for $laying the movie in %ile L )references. Ao to Ke# 1rame The ,o To %rame win ow is com$ara!le to the gotoAn )lay78 an gotoAn Sto$78 glo!al function. A similar win ow is availa!le for incor$orating this ca$a!ility into !uttons. #ith Key %rame Selecte , select a key frame num!er 7e.g., Key %rame F8 or a frame la!el from the ro$ own list. The )revious an +e(t %rame controls will irect $rogram control to the most a "acent frame, inclu ing tweens.
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KoolMoves User Manual 5oad Movie Loa Movie loa s a new S#% into the %lash $layer. This feature can !e use to string together multi$le S#% files. Aecause the $ro"ect is !roken u$ into multi$le movies, the in ivi ual S#% files are smaller in si9e. Smaller files loa faster, an manage memory more efficiently. A similar win ow is availa!le for incor$orating this ca$a!ility into !uttons. %lash can $lay multi$le timelines simultaneously. >ach timeline is assigne a level. The main timeline is always Level1. Level1 sets the frame rate, !ackgroun color an frame si9e for all the other loa e movies. A itional timelines loa into higher num!ere levels an are is$laye in a stacking or er with level1 !eing the !ottom;most level. #hen using the Loa Movie action, a level must !e s$ecifie to efine where the S#% will !e loa e . 'f loa ing one movie only, any level F or higher will work fine. %or use on the we!, the U*L for the loa e movie can !e an a!solute or relative U*L, !ut, for testing $ur$oses, all the movies must !e in the same irectory without irectory or isk rive s$ecifications in their names. #hen testing a movie using )lay in Arowser, any -TML an S#% files, reference !y ,et U*L or Loa Movie actions, MUST !e in the same irectory as the fun file for these !utton actions to access these files or set the irectory for $laying the movie in %ile L )references. A new movie can also !e loa e into level1. This will re$lace the original contents of the main timeline, an is an effective metho of stringing multi$le S#% files together in a continuously running show. An alternative metho is to have a control movie in level1 that regulates the loa ing of a itional moviesGme ia into other levels. Using relative $aths with loa movie can !e confusing. Since any timeline can $erform a loa movie action, what $ath is the movie !eing loa e relative toV 's it relative to the main timeline at Wlevel1V .r is it relative to the timeline that $erforme the Loa Movie actionV The answer is sim$leP Loa e Movies are always relative to the timeline that loa e them. #hen a movie is loa e into a level, it is $ositione relative to the u$$er left corner of the movie that loa e it. Loa ing a movie into a level other than Wlevel1 is much like a ing elements to the stageS they will !e in a stack. Unless higher level movies have !ackgroun s of same or greater si9e, the lower movie7s8 7or $ortions of it8 may !e visi!le un erneath the higher level movie.
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KoolMoves User Manual )ais# Chainin$ Movies Use Loa Movie to Daisy Chain movies together. Create a !ase movie that loa s in the other me ia an then loo$s ; make sure that you o not loo$ the loa movie action. Loa your main movie into Level 0 an your !ackgroun animation into Level F. A "ust your frame urations so your movie in Level 0 runs to the en , then a a new frame an loa the ne(t movie into Level 0 7first movie is automatically unloa e 8. *e$eat as necessary for each com$onent movie, then create an a itional frame an loo$ !ack to %rame 0 7%rame F was left !lank ue to %lash )layers ten ency to ski$ the first frame8. Unload Movie This win ow, com$ara!le to the unloa Movie78 glo!al function, em$ties the s$ecifie level.
Pla# MovieB "to MovieB "to "ounds These comman s are com$ara!le to the $lay78, sto$78, an sto$AllSoun s78 glo!al functions. +o win ow o$ens for these comman s !ecause no $arameters nee to !e set. 'nstea , the comman s are imme iately $lace on the timeline. "et )#namic Te,t This win ow allows you to set the te(t in a ynamic te(t o!"ect without knowing ActionScri$t. The image !elow is com$ara!le to ^t(tF.te(t U ?-ello worl .@SE in %lash )layer 4 an a!ove ActionScri$t.
5oad )#namic Te,t Loa Dynamic Te(t loa s te(t into a ynamic te(t o!"ect from a .t(t file.
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KoolMoves User Manual 1" Command The %S Comman action $rovi es a general metho for %lash to sen a message to whatever $rogram is hosting the %lash $layer. This is a vance functionality, not for the average user. %S Comman s are not very relia!le as they on=t work on many !rowsers. /ou are actually !etter $assing the info from the S#% to the !rowser using IavaScri$t. Likewise, you are !etter off using ActionScri$t for interactivity. There are a very select few instances where this is not the case. 'n a we! !rowser, %S Comman calls the %S Comman IavaScri$t function. 'n Director, %S Comman sen s a message inter$rete as events !y Lingo. 'n Authorware, %S Comman sen s comman s to the scri$ting environment. 'n 3isual Aasic an 3isual C]], %S Comman sen s a 3A >vent with two strings. The %S Comman was evelo$e in %lash for 0 reasons. F. To allow S#%s to talk to Live Connect an Active <. 0. #hen it was im$lemente '> i not su$$ort IavaScri$tP Comman s as U*Ls. At that time %S Comman s were the only way to $ass information to '> 5.1 or lower. The early versions of %lash, %lash 5 or lower, ha a very limite scri$ting environment, to see "ust how limite ownloa a shareware trial of %lash 5. 'f you wante to scri$t something you ha to use %S Comman s an %lash )layer Metho s to o it. Since the authors of the Macrome ia Technotes wrote that the way to communicate with %lash was through %S Comman s all of the following %lash !ook authors stuck to that story, which is untrue. Most %S Comman tutorials on the we! confuse %S Comman s with %lash )layer Metho s. %S Comman s $ass a varia!le an an argument to the native scri$ting language. #ith the e(ce$tion of $ro"ector files, which have some limite comman s !uilt in, you must scri$t the comman s yourself. /ou nee to !e aware that there is no Active < su$$ort for '> for Mac, +etsca$e, Mo9illa, an most o$en source !rowsers. Also Linu( !rowsers are ro$$ing Live Connect. Therefore the use of %S Comman s for we! $age usage is $ro!lematic. The most common use for a %S Comman is in the use of $ro"ectors. These comman s are :uite easily calle !y using the following comman wor s in the %S Comman !o( an the following arguments in the argument !o(. 't is im$ortant that you start the comman with X%S Comman PX. Comman ArgumentsP Yuit ; Shuts own the )layer. %ullScreen TrueG %alse ; Makes your $ro"ector %ull Screen if set to true an makes it regular if set to false.
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KoolMoves User Manual AllowScale TrueG%alse ; Allows your ,ra$hics to scale with the $ro"ector or not. ShowMenu TrueG%alse ; Shows the )ro"ector Menu or eliminates it. >(ec ?)ath of ><> you want launche @ ; Launches any ><> if you are working on a MAC it launches an a$$le scri$t. /ou must know the )ath of the $rogram. Save; .nly availa!le in the %lash 2 Stan alone )layer an may !e remove at anytime without notice. 't saves all of your varia!les to a t(t file in the root irectory. Save ?%ile +ame@ J Saves to file name.
Many $ro"ector enhancement $rograms like %lash Tools, S#% Stu io, Swish Canvas, Iugglor, %lashants %M)ro"ector have custom %S Comman s !uilt into them. Ae sure to rea the ocumentation carefully !efore im$lementing one of these s$eciali9e %S Comman s. .utsi e of !rowser non;su$$ort for %S Comman s, there is one goo reason to use them to communicate with your -TML. This one goo reason is that %S Comman s o not cause your we! !rowser to click when the comman is issue like IavaScri$t comman s o. 'n or er to use %S Comman s you must have this on your $ageP Tscri$tUSXIavaScri$tSXL function navmovieWDo%SComman 7comman , args8 _ if 7 comman UU XinitX 8 _ var !uttons U $arent.'nternet>($lorer V win ow.navmovie P win ow. ocument.navmovieS if 7!uttons RU null 8 _ !uttons.,oto%rame7$arent.target%rame8S GG This function ensures that the navigation !ar movie is set to the $ro$er GG keyframe when it initially loa s. The argument init is the name you use GG as the comman $arameter for the action attache to the first keyframe GG in the navigation !ar movie. ` ` GG -ook for 'nternet >($lorer if 7navigator.a$$+ame NN navigator.a$$+ame.in e(.f7XMicrosoftX8 RU ;F NN navigator.userAgent.in e(.f7X#in owsX8 RU ;F NN navigator.userAgent.in e(.f7X#in ows 5.FX8 UU ;F8 _ ocument.write7=TSC*')T LA+,UA,>U3AScri$tL=8S ocument.write7=on error resume ne(t =8S ocument.write7=Su! fscomman W%SComman 7Ay3al comman , Ay3al args8 =8S ocument.write7= call fscomman WDo%SComman 7comman , args8 =8S ocument.write7=en su! =8S ocument.write7=TGSC*')TL =8S ` GG;;LTGSC*')TL TGSC*')TL
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KoolMoves User Manual +otice that you have to have some 3A on your $age to catch the %S Comman s from Active <. +ow this is im$ortant. A %S Comman is only a varia!le an a value when sent to a $rogram. /ou must !uil the $ro$er han ler for your comman an arguments with IavaScri$t. .kay now the final use which is $ro!a!ly the most useful use of %S Comman s is for in custom $rograms that use %lash as the interface such as Authorware an 3A $ro"ects. This is han le !y the Active < %lash metho P %SComman 7comman , args8 ,enerate when a %S Comman action is $erforme in the movie with a U*L an the U*L starts with %S Comman P. Use this to create a res$onse to a frame or !utton action in the %lash movie. Cava"cri t This win ow $asses IavaScri$t comman s irectly to the we! !rowser.
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2)
The Movie .verview $rovi es a etaile overview of all frames, sha$es in frames, actions an soun s, !uttons, movie cli$s an ActionScri$t co e in the movie. 'f an o!"ectGvisual element has strange !ehavior, this Data 3iew is a goo way to track own all actions an ActionScri$t in a KoolMoves $ro"ect. Toggle settings are save !etween sessions. .$en the )ro$erties win ow for the selecte sha$e. Toggle J is$lay all frames in the movie an e($an Gcolla$se all Soun o!"ects in their frame Toggle J is$lay all frames in the movie an e($an Gcolla$se all ActionScri$t entries in their frame Toggle J is$lay all frames in the movie an is$lay all movie cli$s in the movie !elow the frames, at the same outline level of the Main Movie e($an Gcolla$se all Moviecli$s in the Movie
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%t(er 1ie+s
2ist o" %cenes 5%hi"t*F)6
See Scenes in Cha$ter F.
'avi&ation +vervie1
3iews L +avigation .verviewQ Ao to 1rame 0vervie8 This $age shows all go;to;frame actions originating from !uttons. /ou can create, e it or remove go;to;frame actions an sto$ movie actions !y making changes in the secon through fourth columns.
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Ao to U>5 0vervie8 This $age shows all go;to;url actions originating from !uttons. /ou can create, e it or remove go;to;url actions !y using the tool icons at the to$ of the $age or the !utton selector in the secon column.
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Part III Tools Toolbar 5Toolbo=6 9 Menu Commands Cha Cha Cha Cha Cha Cha Cha ter 6 )ra8in$ : Editin$ "ha es ter = ?uttons ter < Toolbo, 5ibraries ter 9 Im ortin$ Ima$es ter!. Te,t ter !! Movie Cli s ter !% Transforms 4 Effects
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F11
A thir way to select one or more sha$es is !y invoking the list of sha$es 7un er 3iews8 an selecting from that list. Sha$es are automatically name as they are create !ut you can change the name !y e iting the name in the list.
A $oint can !e selecte !y clicking on the $oint when the $oint selection tool is active. The selection area associate with a $oint can !e set un er )oints. 'f you click on a $oint with the shift key e$resse , you will a to any $revious selections. Another way to select one or more $oints is !y ragging the mouse across the $oints totally enclosing them. The $oints can !e associate with ifferent sha$es. 'f you rag the mouse with the shift key e$resse , you will a to any $revious selections. 't is im$ortant to a$$reciate that $oint an sha$e selection is very general. /ou can select multi$le sha$es or multi$le $oints. The multi$le $oints can even !e associate with ifferent sha$es. Selecte sha$es an $oints can !e move !y ragging the mouse or !y $ressing the arrow keys.
F1F
S(ape
enu Commands
Sha$e menu comman s are use to F8 select sha$es, 08 $osition the selecte sha$e7s8 on the stage or in the content stack, an 58 control the sco$e of changes a$$lie to the selecte sha$e7s8. Use the select sha$e tool to select sha$es.
-ide %election
A toggle comman that hi esGshows the selecte o!"ects. +o history is store , so it only toggles once. There is an analogous comman un er the )oints menu.
2ast %election
Selects the most recent $revious selection. +o history is store , so it only goes !ack one ste$.
F10
Ali&n
The align comman s are use to arrange selecte sha$es on a common !ase line. The Left, *ight, To$ an Aottom !aselines are !ase on the e(treme value of the selecte sha$es, while the -ori9ontal an 3ertical Center !aselines are !ase on an average of the sha$es. 5eft *Ctrl/"hift/5The (;a(is value for the selecte sha$es are all set to the value of the leftmost sha$e. >i$ht *Ctrl/"hift/>The (;a(is value for the selecte sha$es are all set to the value of the rightmost sha$e. To *Ctrl/"hift/TThe y;a(is value for the selecte sha$es are all set to the value of the sha$e with the lowest y; a(is value. ?ottom *Ctrl/"hift/?The y;a(is value for the selecte sha$es are all set to the value of the sha$e with the highest y; a(is value. 3ori'ontal Center The (;a(is value for the selecte sha$es are all set to the average value of the sha$es. ;ertical Center The y;a(is value for the selecte sha$es are all set to the average value of the sha$es.
Chan&e .e th
The e$th of the selecte sha$e7s8 can !e change with the following comman s. The e$th of a sha$e can also !e change in the List of Sha$es ata view. De$ths of name o!"ects can also !e change ynamically. ?rin$ 1or8ard *CtrlJU Moves sha$e u$ one. "end ?ac+8ard *CtrlJ)o8nMoves sha$e own one. ?rin$ to 1ront *CtrlJ"hiftJU Moves sha$e to to$ of content stack. "end to ?ac+ *CtrlJ"hiftJ)o8nMoves sha$e to !ottom of content stack. ?rin$ 1or8ard "electionK *9ltJU Lists all sha$es a!ove the selecte sha$e an let you select where to $osition the selecte sha$e.
F15
KoolMoves User Manual "end ?ac+8ard "electionK *9ltJ)o8nLists all sha$es !elow the selecte sha$e an let you select where to $osition the selecte sha$e.
Grou
Com!ines the selecte sha$es into a meta;sha$e, allowing the sha$es to !e treate as a single sha$e.
Add to Grou
The selecte sha$e is a e to an e(isting grou$ of sha$es.
Un&rou
A grou$ is !roken u$ into its com$onent sha$es.
%elect All
All o!"ects on the stage are selecte .
Unselect All
All o!"ects on the stage are unselecte .
$oints
enu Commands
)oints menu comman s are use to F8 select $oints on the selecte sha$e, 08 a , elete, or move $oints on the selecte sha$e, an 58 control the sco$e of $oints changes a$$lie to the selecte sha$e7s8. After a sha$e has !een selecte , use the $oint selection tool to select $oints, then click an rag to move.
Add
A ing $oints allows you to smooth a sha$e, a curves or corners or otherwise mo ify an e(isting sha$e or line. After selecting this tool, click on the outline to a a $oint.
.elete
Deleting $oints allows you to sim$lify a sha$e, remove a curve or corner or otherwise mo ify an e(isting sha$e or line. After a sha$e has !een selecte , use the $oint selection tool to select the $oints to elete.
F16
end to 2ine
new line segments to the en of the selecte line.
Allows you to a
Get Position
*eturns the $osition of the selecte $oint.
%et Position
Allows you to change the $osition of the selecte $oint.
%election Area
/ou have three choices in setting the si9e of the $oint location in icators. Small ; Me ium ; Aig J Small Me ium Aig
F12
&dit
enu Commands
Undo,3edo (uttons,-istory
The Un o an *e o !uttons in the Menu!ar will un o or re o one action at a time. To view a list of actions, click on Un o -istory or *e o -istory un er the > it menu to is$lay a list of $riorGsu!se:uent actions. /ou can revert to any $revious state or move !ack to a later state !y selecting from the a$$ro$riate list.
Co y %ha es 5Ctrl*C6
Selecte o!"ects are store in the cli$!oar .
.elete 5.el6
Selecte o!"ects are elete from the stage.
Paste %ha es
.!"ects store in the cli$!oar are $aste to the stage.
iscellaneous Commands
Ma&ni"ication
'n the Menu!ar, Select a magnification level from the ro$ own list of 1.2 to F1. Changing the magnification level causes the Canvas to center on the selecte visual element7s8S when the magnification is set to F, the Stage $osition is reset to the last $osition set !y the *e$osition Movie %rame comman .
F14
Trace Ima&e
%ile L Trace 'mage L Dis$lay 'mage J o$en an is$lay an image 7.!m$ format8 in the !ackgroun of a frame for the $ur$oses of tracing. The !itma$ is centere on the screen. Use the rawing tools to u$licate the lines of the image. #hen you are finishe tracing, clear the image with %ile L Trace 'mage L Clear 'mage.
F1C
Dra+ing Tools
/ou select a rawing tool !y clicking its icon in the Tool!o(. A small triangle at the lower right of a tool icon in icates hi en tools. )ositioning the $ointer over a tool is$lays a tool ti$. To select a tool, click its icon. 'f the icon has a small triangle at its lower right corner, click on the triangle or hol own the mouse !utton to view the hi en toolsS then, click the tool you want to select. #hen a rawing tool is active the !ottom of the Tool!o( is$lays three o$tionsP fill color, !or er or line color, an !or er or line thickness. These o$tions are $resent with any of the rawing tools an once set will remain until change . Changing these o$tions oes not affect e(isting sha$es alrea y rawn. There is a rich selection of rawing tools in KoolMovesP freehan , $rimitive or stan ar sha$es, an sha$esGlines rawn $oint;!y;$oint. The freehan rawing tool allows you to raw like you woul using a $encil. The first an last $oints are automatically connecte when you release the mouse. 'f you on=t want them to !e connecte , after the sha$e is rawn change the Close $ro$erty of the sha$e. The $oints generate !y freehan rawing are curve fit to achieve a mo est num!er of $oints. /ou can a or elete $oints later if nee e . The tools for rawing $rimitive sha$es make it easy for you to raw circles, s:uares, rectangles, elli$ses, stars an $olygons. /ou click the left mouse !utton at one corner of the sha$e you want to raw an rag the mouse to the o$$osing corner of the sha$e. *elease the mouse an the sha$e is rawn. Sha$es rawn $oint;!y;$oint allow you to control the $lacement an num!er of $oints. /ou click the left !utton to efine each $oint an continue until you have com$lete the sha$e. To a a curve, rag the mouse after clicking to create a $oint. This will o$en a vector tool that allows you to efine the angle, irection an am$litu e of the curve. To finish, you ou!le;click. The first an last $oints are automatically connecte . 'f you on=t want them to !e connecte , change the Close $ro$erty of the sha$e or choose the o$en version of the tool. There are situations when you want to have one section of the sha$e without a !or er 7e.g. in rawing a nose8.
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Click the left !utton to efine each $oint an continue until you have com$lete the sha$e. To finish, ou!le;click. After ou!le;clicking, the !or er is rawn. The fill color is white !y efault. Use the Sha$e %ill tool to color the nose with a flesh color. The !or er is not connecte !etween the first an last $oints that were rawn. 'f we later want to fill in the !or er !etween the first an last $oints, change the Close $ro$erty of the sha$e. To remove the nose color an make the interior of the sha$e trans$arent, change the %ille $ro$erty of the sha$e. This will give us a line. Sha$es an lines with curves are efine !y on;sha$e $oints an off;sha$e $oints 7in icate !y ashe circles8. Technically, curves are :ua ratic Ae9ier s$lines. /ou can change the sha$e of the curve !y moving selecte $oints, on;sha$e an off;sha$e, !y ragging or using the arrow keys. /ou can control the a$$earance of a sha$e through itsP F8 %ill 08 Aor er thickness 58 Aor erGline color 68 Last !or er segment Lines are sha$es that are not fille an have a !or er with the last segment not rawn. Lines can !e change to sha$es !y setting the %ille an Close $ro$erties to yes. Te(t oes not have a !or er.
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Dra+ing )ines
.ra1 0aryin& 2ine Thic#ness
There are there ways to achieve line thickness variationP F. 'n Cartooning mo e, you can set a ta$ere line style in the Sha$e )ro$erties ialog. 't will not work with sym!ol sha$es, sha$es with non;linear mor$hing, or sha$es that are fille or have a close !or er. 0. Draw two sha$es, one on to$ of the other. Aoth sha$es are set to 9ero line thickness. The sha$e !ehin is then set to the esire line color. Ay a "usting the $oints for the sha$e un erneath an making it slightly larger than the sha$e on to$, you achieve the look of a line !oun ing the sha$e on to$. 5. To achieve a line that looks a little more han ; rawn, use "ust one sha$e with the line thickness set to F. ,o along the line an $lunk own a few ran om a itional $oints an intervening curves. Then move these $oints an curves "ust slightly out of line, in a ran om, $encil;like way, until the line looks more han ; rawn. Still relatively straight an all, !ut with slight variations in $lacement an thickness so it looks a little more natural.
Ta ered 2ines
'n Cartooning mo e, you can set a ta$ere line style in the )ro$erties ialog. 't will not work with sym!ol sha$es, sha$es with non;linear mor$hing, or sha$es that are fille or have a close !or er.
8es(aping
The heart of animation is movement. Movement is achieve !y changing sha$es from one frame to the ne(t. Change can take many formsP moving a sha$e from one $osition to another, moving or transforming $oints associate with a sha$e, changing the color of the interior or !or er of the sha$e, a ing or removing $oints from the sha$e. KoolMoves $rovi es a num!er of tools to accom$lish all these tasks without getting in the way of your creativity. To move a sha$e or a grou$ of sha$es is sim$le. Select the sha$e or grou$ of sha$es with the sha$e selection tool an rag the mouse. %or fine $recision movement, you can use the arrow keys. The com!ination of shift $lus an arrow keys $ro uces a movement of F1 $i(els. To move a $oint or a grou$ of $oints is e:ually sim$le. Select the $oints with the $oint selection tool an rag the mouse. %or fine $recision movement, you can use the arrow keys.
FF1
Sha$es an lines with curves are efine !y on;sha$e $oints an off;sha$e $oints 7in icate !y ashe circles8. /ou can change the sha$e of the curve !y moving the $oints. To a a $oint to the !oun ary of a sha$e use the 'nsert )oint tool 7whether the sha$e has a !or er or not or whether the fill is a color or a !itma$8.
/ou get a cursor that in icates when you are allowe to a a $oint. 't looks like this when you are not on a !oun ary line.
#ithout releasing the mouse, you can rag the $oint to a new $osition.
To elete a $oint on the !oun ary of a sha$e use the Delete )oint tool.
FFF
/ou get a cursor that in icates when you are allowe to elete a $oint. 't looks like this when you are not on a $oint.
To change the !oun ary of a sha$e from a straight line to a curve line, use the A Curve tool.
/ou get a cursor that in icates when you are allowe to a a curve. 't looks like this when you are not on a straight !oun ary line.
An it looks like this when you are on a straight !oun ary line.
FF0
#ithout releasing the mouse, you can rag the curve $oint to a new $osition.
To scale, rotate, fli$ hori9ontally or vertically, slant, s:uish, or create $ers$ective on one or more selecte sha$es or one or more selecte $oints, use one of the transform tools.
Most of the tools $resent a set of han les that you can rag in ifferent irections to achieve the effect you want. Shown on the right, the mouse is ragging the han le associate with scaling the same amount in the ( an y irection.
The rotation tool lets you efine the center of the rotation in icate !y the small s:uare $lus cross mark. /ou rag this s:uare to set the center of rotation.
FF5
KoolMoves User Manual +ot shown are the fli$, s:uish, an $ers$ective tools. All the tools transform te(t e(ce$t slant an $ers$ective. S:uash is the effect use in animation to show the effect of gravity on an o!"ect. Stretch is the effect use to show the effect of movement against gravity. A goo e(am$le woul !e a ru!!er !all !ouncing. #hen the !all hits the groun , its sha$e changes from a circle to an elli$se an as it accelerates !ack into the air 7!ouncing8 its form stretches slightly. Aoth s:uash an stretch can !e create !y using the s:uash tool in the effects tool section.
9ones
The Aones ca$a!ility is only availa!le when the Cartooning interface has !een selecte . Aones allows the esigner to attach a skeleton to a figure. 'n com$arison to e($ensive character animation software, the KoolMoves Aones feature is relatively $rimitive, !ut is still a very $owerful featureP a sha$e 7or figure8 with !ones can !e flui ly re rawn !y mani$ulating the skeleton. #hen com!ine with mor$hing, Aones allow you to have graceful animations without the te ious task of $oint !y $oint re rawing. Aones can not !e attache to sym!ol sha$esS if you are currently rawing sha$es as sym!ols, you shoul $ro!a!ly turn off this o$tion in %ile L )references. #hen the 'nterface style is set to Cartooning, the )ro$erties Data 3iew has an a itional Aehavior fiel calle Aones. This fiel will only a$$ear when a non;sym!ol sha$e is selecte . To attach !ones to this sim$le figure, in icate in the $ro$erties ialog for the sha$e that the figure has !ones. Aones can !e attache to a single sha$e or a sha$e grou$. To a or e it !ones, $ress the Aones !utton at the to$ of the ialog.
FF6
KoolMoves User Manual Similar to e iting !utton states, you are given an environment for e iting !ones against the faint image of the sha$e to which the !ones are attache . The raw !ones tool !ehaves i entically to the line rawing tool in the main e iting win ow. /ou raw !ones !y ragging the mouse an clicking the mouse at each "oint.
Dou!le;click to finish. #hen you release the mouse, all the "oints are highlighte .
FF2
Certain "oints you woul like to !e share !etween ifferent lim!s. The way to o that is !y using the "oin tool. )ress the "oin tool an rag a !o( aroun the "oints you woul like to act as a single "oint. Un er the "oin tool is an un"oin tool.
#hen you are finishe e iting the !ones, $ress the return to key frame !utton. This shows the figure with its newly a e !ones in the main rawing win ow. /ou can move "oints in this win ow !y selecting the selectGmove "oints tool. This illustrates selection an movement of a "oint. The ynamic interaction !etween the !ones an !o y of the figure is !ase on how the "oints in the skeleton correlate to the sha$e $oints. 'f more than one "oint is associate with a sha$e $oint, sha$e istortion may occur. Sha$e $oints that share common "oints will ten to move together. The greatest control is achieve when a $oint is controlle !y one "oint. /ou can view the $rimary an secon ary "oints the $rogram uses in controlling each sha$e $oint !y clicking on .$tions L 3iew Associate Ioints an selecting a sha$e $oint 7this only works when only one sha$e $oint is selecte , unlike the mo ifie image !elow8. /ou can not change the assignment of "oints to $oints.
FF4
KoolMoves User Manual The figure on the left has two "oints controlling the hi$ $oint, while the figure on the right has a one to one relation 7they are also $hysically closer8. Dou!le Aones, or multi$le !ones, increase the num!er of "oint locations availa!le for controlling the sha$e $oints. The e(tra !ones in the figure on the right ecrease istortion an allow for greater control.
FFC
' woul like to o comics, so ' nee to choose from ifferent faces an then easily mo ify the facial features to e($ress ifferent emotions. ' on=t nee animation at this $oint, may!e later. 's this $ossi!le, an if so, howV Thanks, ;'uval
FLASHPULSE
Senior Mem er
o it...
F.8 The !est thing to o is create your character first. 7facing forwar , left an right8 0.8 +ow elete everything e(ce$t the eyes an eye;!rowes. 5.8 Save this to as %U+ file an name it something like XnormaleyesWforwar WcharacterF.funX. 6.8 +ow e it the eyes so they look angry an name it XangryeyesWforwar WcharacterF.funX. 2.8 Do this again with ifferent e($ressions an save them name as they are. The reason in oing it this way is so when e iting your character for e($ressions, all you have to o is loa a %U+ file into the scene without e iting over an over again. +ow if your eyes for your character were for facing left 7for e(am$le8, ' woul name it XnormaleyesWleft WcharacterF.funX. An the XcharacterFX stan s for the characters name. This makes it faster to rea what you want without loa ing the wrong %U+ file. +ow o this for all !o y $arts such as legs, arms, mouth an so forth. ' know this soun s like a long $rocess !ut it will save you alot of time. -o$e this hel$s an let me know if you nee more hel$. .h an if you on=t a e(tra X$ointsX when e iting an "ust move the $oints to create the e($ressions. Later when you eci e to o animation... >(am$le ; loa XnormaleyesWleft WcharacterF.funX into frame one an XangryeyesWleft WcharacterF.funX in frame two an use the Xmor$hX feature, you will !e a!le to use tweens with your XeyesX 7%U+ files8.
FFD
Mouse EventsI there are seven mouse events which can !e use !y !uttons to e(ecute a comman P )ress J The !utton is clicke on. *elease J The mouse !utton is release after the !utton is clicke on. *elease .utsi e ; The mouse !utton is release outsi e the !utton after clicking on the !utton. *oll .ver J The mouse $ointer moves over a !utton. *oll .ut J The mouse $ointer moves outsi e a !utton. Drag .ver J The mouse !utton is clicke on the !utton, an without releasing the mouse !utton, the mouse $ointer is ragge away from the !utton an then mouse $ointer is ragge over the !utton. Drag .ut ; Mouse $ointer is ragge outsi e a !utton after clicking on the !utton. Te,t in ?uttonsI Autton states can contain !oth static an ynamic te(t !o(es, !ut the ynamic te(t !o(es shoul !e set to rea only. 'f the mouse $ointer clicks on an e ita!le fiel within a !utton, the attem$t to o$en an e it the fiel will interru$t the !utton e(ecution.
Cha$ter C ; Auttons
F01
Creating 9uttons
'n KoolMoves, any sha$e, grou$ of sha$es, or te(t !o( can !e turne into a !utton. Auttons can also !e create with an initial em$ty state, much like movie cli$s. #hile !uttons can not !e create ynamically, after a !utton is create its a$$earance an !ehavior can !e mo ifie ynamically with ActionScri$t.
Aecause the source o!"ect is no longer on the stage, the Look fiel s are no longer a$$lica!le, an the >ffects have change to %a eGSi9e, S$inG*otate, %ilters an Alen Mo es 7the missing effects can not !e a$$lie to !uttons8. The first two effects are covere in Sha$es >ffects in Cha$ter 2, the last two are covere in Movie Cli$ >ffects in Cha$ter FF. The Aehavior fiel s are also fewer, though there is the new Li!rary Sym!ol fiel that can !e use to a the !utton to the sym!ol li!rary an assign a escri$tion. .n the Stage, !uttons look a lot like movie cli$s when selecte . Sha$e Movie Cli$ Autton
Cha$ter C ; Auttons
F0F
Level +avigation
States +avigation
#ork Area
Current State
'f you are starting from the A 7em$ty8 Autton tool, the screen will !e the same e(ce$t no sha$e will !e $resent. The crosshair is either centere on the sha$e7s8 initially selecte on the stage or in the case A Autton, the center of the stage in the main movie. The States e iting environment is very similar to the Movie Cli$ e iting environment. Almost all the Tools Tool!ars features are functional in a !utton state, an those that are not can !e ma e functional !y first creating a movie cli$ within the state, an then accessing the function. This is calle em!e ing. /ou can also use em!e ing to a %rame Actions to a !utton. #ithin a !utton state or movie cli$, use .$tions L 3iew )arent Movie to see a semi;trans$arent overlay of the $arent o!"ect=s contents.
Cha$ter C ; Auttons
F00
'f you $ress the .ver !utton for the first time, a $o$u$ will ask if you want to create the over state from a $reviously rawn state or if you want to raw it from scratch. 'f you are only changing the color of the state, you woul select co$y the u$ state an e it the color from the value corres$on ing to the u$ state to the value you want to corres$on to the over state. /ou have the o$tion to inclu e em!e e actions when co$ying a state, an the o$tion to eci e on whether the actions are linke 7share movie cli$ frames8 or com$letely se$arate actions. 'n the .ver State you can change the $ro$erties of the over state an e it the sha$e corres$on ing to the over state. A faint image of the sha$e corres$on ing to the u$ state is is$laye un er the sha$e for the over state for alignment assistance. All of the a!ove information a!out the .ver State are e:ually a$$lica!le to the Down State.
Cha$ter C ; Auttons
F05
'f a soun $lays longer than the movie $lays an if the movie loo$s, the soun from the first loo$ will continue $laying uring the secon loo$ until the soun from the first loo$ finishes. This effect worsens as the movie continues to loo$. To solve this $ro!lem, a the Sto$ Soun action to the last frame in the movie. 'f your soun file is sam$le at a rate other than 2211, FF102, 00121, or 66F11, the soun will $lay in the %lash $layer at a rate nearest to one of the four rates liste a!ove.
%or use on the we!, the U*L for the loa e movie can !e an a!solute or relative U*L, !ut, for testing $ur$oses, all the movies must !e in the same irectory without irectory or isk rive s$ecifications in their names. Also, there shoul !e no s$aces in the name as this will cause $ro!lems in +etsca$e we! !rowser. -tt$PGG shoul not !e in the U*L for a loa e movie !ecause it will also cause $ro!lems with +etsca$e we! !rowser. The o$tional U*L Target fiel 7com$ara!le to the win ow argument in getU*L78 8 can !e use to loa the ocument into a name !rowser win ow or !rowser frame. 'f this fiel is left em$ty, the ocument is loa e into the current !rowser win ow or frame.
Cha$ter C ; Auttons
F06
The ro$ own list has four $reset valuesP !lank, W$arent, Wself an Wto$. W!lank J .$ens the ocument in a new, anonymous !rowser win ow. W$arent J *e$laces the frameset that contains the current movie. Wself J Loa s the results of a scri$t e(ecution into the current !rowser frame or win ow. Wto$ J *e$laces all framesets in a we! $age with the s$ecifie ocument. .n $ressing .K, the action is a e to the list of actions associate with this !utton. Any action can !e e ite or viewe in more etail !y ou!le;clicking on it or !y selecting it an then selecting the $ro$erties !utton 7secon from the left at the to$ of the $o$u$8.
'f we want a roll;over effect when the mouse $asses over the s:uare in a ition to going to the U*L on mouse release, we a a secon action, Mouse >ffect, to our list of actions an select *oll .ver as a triggering mouse event. Mouse >ffect action is uni:ue in that is only controls the a$$earance of the !utton with no resulting action taken. .n $ressing .K, we see !oth actions associate with this !utton.
Cha$ter C ; Auttons
F02
KoolMoves User Manual !ackgroun s which allows to see the layers un erneath. Unless you inclu e in the loa e movie a sha$e un er all other sha$es that e:uals or e(cee s the si9e of the movie frame an that is fille with an o$a:ue color or a !itma$, you will see the first movie un erneath the loa e movie. The movie !ackgroun color, si9e, an s$ee are set !y the movie at level 1. +one of the !utton actions function in the KoolMoves internal $layer.
3oll*+ver E=am le
This !asic tutorial will efine the ste$s necessary to create a sim$le roll; over effect using an oval !utton with a gra ient fill. #e start !y rawing an oval. The oval is given a gra ient fill an the !or er is remove !y setting the !or er thickness to 9ero.
Click on the Convert to Autton tool. To $ro uce a roll;over effect, the !utton must have an over !utton stateS click on the .ver State !utton at the to$ of the screen. +ow we are rea y to efine the over state of the !utton 7the !utton=s a$$earance when the mouse is over the !utton8. Aecause the over state has not !een efine , we are aske if we want to create the over state from another state we have create or if we want to raw it ourselves. #e select to co$y it from the u$ state. 'f we ha selecte the last o$tion to raw it ourselves, we woul !e free to raw any te(t or non;te(t sha$e. 'f we $osition the over state with an offset relative to the u$ state, when the mouse goes over the !utton while the movie is $laying the !utton will shift in $osition reflecting that offset. To make the !utton=s over state ifferent than the u$ state, we change the gra ient colors of the !utton=s over state. After selecting the oval sha$e in the .ver State, o$en the )ro$erties Data 3iew an launch the ColorG%ill ialog. #e $ress the Main movie !utton at the to$ of the $ro$erties $o$u$ to e(it the over state an we are rea y to test the roll;over effect "ust create . 'f we want an action to occur when the !utton is $resse , we woul select ,et U*L, ,o To %rame or whatever the action is. #e can have as many actions occur res$on ing to mouse events as we like. Aut to achieve a sim$le roll;over effect which is our current task, we only nee to select Mouse >vent.
Cha$ter C ; Auttons
F04
#e check *oll .ver. 'f we ha a own state efine , we coul check *elease an Gor )ress as well.
After $ressing .K, we return to the $rior $o$u$ an see the action we "ust efine in the list of !utton actions. Ay ou!le; clicking on it we can e it the action. Ay selecting X]X we can a another action.
#e select $lay in stan ;alone $layer. #ith the mouse away from the !utton we see the gra ient color associate with the !utton=s u$ state. #ith the mouse over the !utton, we see the gra ient color associate with the !utton=s over state. .ur test is successfulR To use as a navigation element, we coul $lace te(t over the oval. .n moving the mouse over the te(t, the !ackgroun oval woul change color.
Cha$ter C ; Auttons
F0C
The tell target actions work "ust like regular actions with one ifference ; you must efine a target in the target !o(. 'nsi e a S#% each target is lai out much like a irectory. To access the current main movie=s timeline you can useP G. This can !e use anywhere to control the current movies timeline. The ..G synta( can also !e use to control a higher movie=s timeline. So, for e(am$le, lets say you want to control the main timeline from an im$orte S#% .!"ect with Tell Target you woul use the ..G synta(. %or loa e movies the synta( is a little ifferent. To use Tell Target on a loa e movie you use WlevelnG where n is the level of the loa e movie. 'f, for e(am$le, you want to control a loa e movie in level F the target woul !eP WlevelFG. To control a S#% .!"ect from the main movie you can use either G.!"ect name or "ust .!"ect +ame.
Cha$ter C ; Auttons
F0D
Web Interfaces
The we! interfaces li!rary was create !y several $rofessional gra$hic esigners. /ou can mo ify the content, color, an !ehavior J have a working home $age in minutes. They also serve as e(am$les that you can learn from.
F0K
KoolMoves User Manual Un er the animate te(t effect, there are colore !uttons. >ach !utton re$resents a color in the tem$late. /ou can change the colors of the te(t effect !y $ressing these !uttons an selecting ifferent colors. To re$osition the te(t effect on the screen, change the values of the < .ffset an / .ffset. Mero offsets corres$on to a centere $osition. To change where the te(t effect starts relative to the un erlying movie, select a Start At key frame 7un er A vance LL8. %rames that e(cee the current length of the movie have Xa e X in $arentheses. The !utton to the right allows you to view that key frame. The te(t effect has a natural frame length which is reflecte in the >n At key frame. /ou can overri e this if you want to stretch the te(t effect to cover more of the un erlying movie. 'n most cases, you will not nee to change the >n At key frame. Changing the >n At key frame oes not affect the s$ee of the te(t effect !ecause as you lengthen the te(t effect, the tweens for each frame are ecrease . To control s$ee in e$en ent of num!er of key frames, set the S$ee at a setting !etween 3ery Slow an 3ery %ast or change the s$ee of the main movie 7Movie L Movie S$ee 8. The S$ee setting affects the num!er of tweens !etween the frames. To a the te(t effect to the un erlying movie, $ress A . /ou are free to use any of the $ositioning, coloring, an transform tools to e it the te(t effect at this time or you can un o the te(t effect !y $ressing the Un o !utton. 'f you want the last frame of the te(t effect to $lay for a long time, increase the num!er of tweens for the $revious frame or u$licate the last key frame a num!er of times using %rames L 'nsert Co$y of %rame. Also, you can use > it L )aste to >n of Movie to $aste the te(t characters in the last frame of the te(t effect to the remain er of the movie.
F51
Clip -rt
041 cli$ art items are inclu e with the registere version of KoolMoves. They were create in KoolMoves an were esigne s$ecifically for use in %lash movies. The cli$ art is foun in the Cli$ Art fol er insi e the KoolMoves fol er. Click on a fol er category to is$lay the contents. Click on an item to select it an then click on A to choose on which frames to a the image. .
%or information on im$orting thir $arty cli$ art, see the 'm$orting Cli$ Art entry in Cha$ter K. %or a listing of availa!le cli$ $rovi e with KoolMoves, see the Cli$ Art ,allery Categories entry in A$$en i( >.
F5F
Color Ao(es J User can change soli color fills use !y animation. < N / .ffset J A "ust the $lacement of the cli$ art relative to the center of the frame. Timing, Start at J Select an insertion $oint for the animation J efaults to active frame. Timing, >n at J The $rocess will a frames to the current $ro"ect if re:uire . Timing, S$ee J a "usts the num!er of tweens use !y the animation, !ase on the efault tween setting of the estination $ro"ect.
F50
9utton <allery
A!out C1 !uttons are inclu e with the registere version of KoolMoves. They were create in KoolMoves an were esigne s$ecifically for use in %lash movies. The !uttons are foun in the Autton fol er insi e the KoolMoves fol er. Click on a fol er category to is$lay the contents. Click on an item to select it, $ress )lay to see how it res$on s to mouse actions, an $ress A to a the !utton to your movie. U$on $ressing the )lay !utton, the !utton will is$lay in the %lash stan ;alone $layer if you have oneS otherwise, your efault we! !rowser will is$lay the !utton. Move your mouse over the !utton an click on the !utton to see the ifferent !ehaviors of the !utton.
Auttons create with KoolMoves $rior to version 2.F are grou$e sha$es, with one of the sha$es esignate as the !utton an the rest of the sha$es "ust regular sha$es. The !utton sha$e is $ro!a!ly at the to$ or !ottom of the sha$e list. See the Autton ,allery Categories entry in A$$en i( > for a list of !uttons $rovi e with KoolMoves.
F55
F56
1ector <rap(ics
3ector ,ra$hics are im$orte using %ile L 'm$ort 3ector ,ra$hic or the 3ector ,ra$hic 'm$ort tool. They fall into three categoriesP >)S, S3, an Cli$ art.
EP% "iles
>nca$sulate )ostscri$t 7>)S8 files can !e ifficult to im$ort as vector sha$es into KoolMoves. 't shoul !e at least >)S version 5.1, an it shoul contain vector sha$es, not "ust !itma$s.
F52
KoolMoves User Manual /ou can get free vector cli$ art from www.o$encli$art.org, www.artto ay.com an www.cli$art ownloa .com. /ou can $urchase single cli$ art images from www.eyewire.comGcli$ artG. Corel $u!lishes several large cli$ art collections. .r, you can raw with a num!er of vector gra$hics a$$lications an e($ort in a format com$ati!le with KoolMoves. To e it cli$ art in or er to im$art motion for e(am$le, lasso the $art of the cli$ art to !e e ite with the $oint selection tool. The selecte $oints can !e translate using the arrow keys or ragge using the mouse, rotate , slante , s:uishe , scale , or $ut into $ers$ective. See *esha$ing in Cha$ter 4. Ty$ically, you resha$e or recolor the cli$ art in the current frame, a another frame, make changes in that frame, a another frame, an so on to create a movie. KoolMoves mor$hs the sha$es !etween frames to create smooth animation. The s$ee of the motion is set !y the overall s$ee of the movie an the num!er of tweens !etween frames.
SW" "las(
o!ie
A %lash& movie 7swf8 can !e im$orte as an o!"ect. To 'm$ort a S#% .!"ect either select %ile L 'm$ort %lash Movie as .!"ect or use the im$ort !utton locate with the rawing tools 7the last choice in the su!menu X rawerX8. The S#% .!"ect can !e locate anywhere insi e a KoolMove=s movie an mani$ulate like any other sym!ol. Tell Target actions can issue sto$, $lay an sto$ soun comman s to the im$orte movie. The movie has its own timeline an cannot !e viewe or e ite in the KoolMoves e iting environment. 't will is$lay as a rectangle to show the si9e an $osition of your im$orte S#% an you won t !e a!le to see what the com$lete movie looks like until it is $reviewe in a we! !rowser or stan ;alone %lash $layer. /ou may scale, s:uish, rotate, move, a$$ly an effect, an fli$ a S#% .!"ect. #herever the S#% $lacehol er rectangle is move is where the S#% .!"ect will $lay. The im$orte S#% will retain all of its soun s an actions of the S#% that you im$orte . The im$orte swf must !e in the same irectory as the swf referencing it. The im$orte swf can also !e im$orte as an e ita!le movieS however, not all of the elements are currently im$orte .
F54
F5C
F5D
Static Text
Static te(t is entere through an interactive win ow that allows you to customi9e the te(tP font, font style, si9e, an letter s$acingP ty$e te(t in the large e it !o( an make choices. /ou can e it selecte te(t !y ou!le;clicking on the te(t or right;clicking an selecting )ro$erties. Scale, rotate, fli$, an s:uish transformations will affect te(t. /ou cannot mani$ulate the $oints associate with a te(t o!"ect. 'f you esire to o that, convert the te(t to sha$es with $oints 7in the Transforms menu8. Static te(t can not change uring movie e(ecution. Certain format as$ects can only !e set through the Te(t an %ont ialog, while others are han le through the )ro$erties ata view.
Cha$ter F1 ; Te(t
F5K
Cha$ter F1 ; Te(t
F61
KoolMoves User Manual ?ehavior See Cha$ter 2 J Data 3iews, )ro$erties Data 3iew, Aehavior J Sha$es.
'n ste$ 5, the letter is scale to a very large si9e using the scaling tool.
'n ste$ 6, the current key frame is co$ie an a e to the en of the movie.
'n ste$ 2 in the last key frame, the letter is scale to the final si9e using the scaling tool an the trans$arency is remove using the $aint !ucket tool.
Cha$ter F1 ; Te(t
F6F
The current key frame is co$ie to the en of the movie an the $rocess is re$eate for the ne(t letter in this case XoX. An so on for each letter. Some fi ling of the si9es of each letter will !e necessary to $ro uce a $olishe look. #hen the movie is $laye , the effect is that each letter a$$ears in se:uence. The te(t effects you can create are en less. See Te(t >ffect Tem$lates in A$$en i( > for a com$lete listing of similar te(t effects $rovi e with KoolMoves.
Dynamic Text
Dynamic te(t allows user in$ut or can !e change within the movie. 't is the secon choice in the te(t tool X rawerX. The ynamic te(t fiel is create !y clicking on one corner, ragging the mouse an then releasing to efine the o$$osing corner. There are a num!er of $ro$erties uni:ue to ynamic te(t for s$ecifying the look of the ynamic te(t. Unlike the Static Te(t tool, the act of creating the ynamic te(t !o( oes not o$en the an interface. Aecause the ynamic te(t !o( can !e initiali9e ynamically, initial te(t is not re:uire an for many a$$lications is not esire . The static an ynamic te(t !o(es share many features in common J only the uni:ue ynamic te(t $ro$erties will !e a resse !elow. Unlike the Static Te(t !o(, no te(t is is$laye in the e iting environment. 'n the e iting environment the te(t fiel area is efine !y a !o( with crosse lines.
Cha$ter F1 ; Te(t
F60
2oo# Tab
The Color an Alignment $ro$erties are i entical for static an ynamic te(t !o(es, an the Ty$e $ro$erty is almost i entical. The interface for setting the initial message font, style an font si9e is calle the Dynamic Te(t Ty$e win ow.
Embed character >m!e ing fonts gives the te(t a consistent a$$earance regar less of the )C the movie runs on. >m!e e fonts are also antialiase . -owever, the efault value of no allows for greater ro!ustnessP antialiase fonts !elow F1 $oints are usually unrea a!le, em!e ing a font a s 01 to 51KA to a movie, an if the font canEt !e foun , no te(t will $rint in the !o(. #ith font em!e ing isa!le 7the efault8, something will always $rint, even if its in the )CEs efault font. 3as a border A s an outline to the te(t !o(. Set the !or er color ynamically with the te(t%iel .!or erColor $ro$erty. 'f a !or er is set, the !ackgroun of the te(t fiel is white with a !lack !or er. To have a ifferent !ackgroun color, you will nee to turn !or er off an create a sha$e !ehin the ynamic te(t o!"ect with the color an !or er of your choice. Dynamically, !ackgroun s an !ackgroun colors are controlle with the te(t%iel .!ackgroun an te(t%iel .!ackgroun Color $ro$erties.
Cha$ter F1 ; Te(t
F65
KoolMoves User Manual Is read onl# #hen set to ?no@, the te(t !o( can !e e ite an G or use for user in$ut. Te,t selectable Determines if the te(t !o( contents can !e selecte an co$ie to the cli$!oar . Is multi/line : Is a ass8ord ?/es@ ena!les multi$le;line user in$ut, however, the )asswor fiel re:uires the multi;line ca$a!ility set to ?no@. 's a $asswor U ?yes@ re$laces each character in the fiel with an asterisk 7?b@8. 5eadin$ #here static te(t use a $ercentage of the normal line s$acing, ynamic te(t has a range 71 to F1 in increments of 08 of $oints for a "usting line s$acing. Default value is 0. &ord 8ra s Same as in wor $rocessing J automatic line !reaks are inserte when the te(t line length e(cee s the e ge of the te(t !o(. 3as scroll bar : "croll bar details The two $ro$erties ena!les the is$lay of a vertical scroll!ar in the ynamic te(t !o(, an o$en its $arameters interface, res$ectively. 'f scroll !ar is set, a vertical scroll !ar is a e on the right insi e of the te(t fiel . The etails of the look of that scroll !ar is set in scroll !ar $ro$erties. The first grou$ !o( efines the $ro$erties of the sli er an the secon grou$ !o( efines the $ro$erties of the track. This is a scroll !ar with customi9e settings. The !or er to the te(t fiel has !een turne off an the !or ers to the sli er an track have !een set to 0. A no !or er te(t fiel is is$laye with a faint !or er in the e iting environment.
3as html 'f -as -tml is set the te(t can contain a su!set of -TML formatting tagsP TAL, T'L, TUL, TL'L, T%.+TL, T)L, TA*L, TAL, T'M,L, TS)A+L, TTAAL an TT><T%.*MATL.
Cha$ter F1 ; Te(t
F66
E""ects Tab
.nly one effect for ynamic te(t at this time. 1ilter Effects The filter >ffect is escri!e in Cha$ter FF J Movie Cli$s.
(ehavior Tab
.nly one !ehavior for ynamic te(t at this time. ;ariable name The 3aria!le +ame is e ita!le an allows for easy ynamic changes to the te(t. The te(t can !e change or retrieve while the movie $lays using Set Dynamic Te(t, Loa Dynamic Te(t, the 3aria!le +ame an Sen %orm Data actions. The use of Sen %orm Data re:uires knowle ge of ,>T an ).ST ata sen ing. htt$PGGwww.$$$mail.comGflash6cgi.htm offers some information on this to$ic. 'f you use N in the te(t, the %lash $layer inter$rets it as the start of a new varia!le. *e$lace the N in the te(t with Z04 7Unico e ma$$ing8. %or more etails, see htt$PGGwww.a o!e.comGcfusionGknowle ge!aseGin e(.cfmVi UtnWF6F65.
Cha$ter F1 ; Te(t
F62
Cha$ter F1 ; Te(t
F64
Creating
o!ie Clips
Click on the triangle or click an hol to is$lay the two ways to create a movie cli$ 7these comman s are also availa!le un er the Sha$es menu8P $ress the new movie cli$ !utton to create an em$ty movie cli$, or $ress the convert sha$es to movie cli$ !utton to move the selecte sha$e7s8 or o!"ects into a new movie cli$. 'n converting sha$es to a movie cli$, the selection sco$e ;; this frame only, all frames, etc. ;; etermines the com$osition of the movie cli$. 'f you select a num!er of sha$es in the current key frame an select all frames for the selection sco$e, all those sha$es in whatever frames they a$$ear will !e converte into a movie cli$.
A selecte movie cli$ sym!ol has a similar !oun ing !o( to a !utton e(ce$t for the sha ing color in the corners. Sha$e Movie Cli$ Autton
F6C
#ithin a !utton state or movie cli$, use .$tions L 3iew )arent Movie to see a semi;trans$arent overlay of the $arent o!"ect=s 7Wroot in the e(am$le a!ove8 contents. To return to the Wroot level of the movie, click on the Main movie !utton.
F6D
1ilters %lash D filters allow for the :uick creation of com$elling esigns, an unlike imaging a$$lications 7like ,'M) or )hotosho$8 that have tra itionally !een use to a$$ly filter effects, in %lash the filtering can actually !e animate . Aecause the filters are natively su$$orte an ren ere in real time !y %lash )layer D, there is an associate $rocessing costS if your movieEs $erformance is suffering, consi er $re$rocessing static images !efore loa ing into your movie, an rethinking the $arameters on your animate filter effects. %ilter effects can !e a$$lie to movie cli$, !utton an ynamic te(t o!"ects. .ther o!"ect ty$es, sha$es, an im$orte images can !e $lace in a movie cli$ an filtere in irectly. Availa!le filters inclu eP A "ust ColorP Mo ify an o!"ectEs -ue, Saturation, Arightness an Contrast. AevelP Commonly use with !uttons an user interfaces, !eveling gives a sense of e$th to an o!"ect. AlurP Define < an / $i(el offsets to smu ge an o!"ect. Dro$ Sha owP A$$lies a sha ow, an more if you wish. ,lowP Creates a glowing outline aroun an o!"ect. ,ra ient AevelP Same sha$e an a$$earance as Aevel, e(ce$t a gra ient is use . ,ra ient ,lowP The glowing outline has a gra ient color scheme. The !rief escri$tions a!ove onEt o "ustice to this $owerful KoolMoves feature. %or etails on how to use this feature, an some sam$le images, $lease see the KoolMoves %ilters User ,ui e.
F6K
?lend Mode Effect Alen mo es involve com!ining the colors of one image 7the !ase or estination image8 with the colors of another image 7the !len or source image8 to $ro uce the final image on the screen. >ach $i(el value in an image is $rocesse with the corres$on ing $i(el value of the other image to $ro uce a $i(el value for that same $osition in the result, !ut actual math is $erforme on the com$onent *,A values. Alen mo es can only !e a$$lie to movie cli$s or !uttons, either through ActionScri$t or through the Alen Mo e win ow 7accesse via the >ffects menu or the )ro$erties Data 3iew8. Availa!le !len mo es inclu eP +ormalP +o !len ing at all, actually. LayerP A ?com$osition@ layer use to contain F8 a masking gra ient an 08 an Al$ha or >rase layer. Ay itself the layer mo e oes nothing, !ut use as irecte itEs gra ient $rovi es a feathering mask effect a$$lie to the estination image. A P Source an Destination $i(el color values are a e J ten s to lightenG!righten. Su!tractP Source $i(el color value is su!tracte from estination $i(el. Multi$lyP The two $i(els are multi$lie J resultant $i(el is as ark or arker than original $i(els. ScreenP .$$osite of the multi$ly mo e. DifferenceP The arker of the two $i(els is su!tracte from the lighter. DarkenP Com!ines the arker $i(els of the source image with the estination image. LightenP .$$osite of the arken mo e. .verlayP 'f the estination *,A $i(el is less than F0C, then multi$ly mo e is a$$lie , else screen mo e is a$$lie . 'n $lain >nglish, the source highlights an sha ows are overlai on the estination image. -ar lightP Same as .verlay, e(ce$t source $i(el is use 'nvertP The source image acts as a mask J overla$$e estination image area is inverte . Al$haP Trans$arent areas of the Al$ha mask !lock estination image. >raseP .$a:ue areas of the >rase mask !lock the estination image. As with the filters, the !rief escri$tions a!ove onEt o "ustice to this $owerful KoolMoves feature. %or etails on how to use this feature, an some sam$le images, $lease see the KoolMoves Alen Mo e User ,ui e.
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Click on a $arameter to change the value. Click on > it to reo$en the ialog !o( for the selecte $arameter. Deletes selecte $arameter. Shifts selecte $arameter u$ or own in list.
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KoolMoves User Manual Click on Lock to $revent changes to the $arameters 7 isa!les e it, elete, move u$ an own !uttons8. Movie Cli )ocumentation A very sim$le te(t e iting function allows you to a ocumentationGcomments to your movie cli$, enhancing its $orta!ility an maintenance. Use Ctrl;M to insert line fee s.
Mor hin$ 3ints Activate this $arameter if the movie cli$ is going to !e moving in a fashion other than $ure rotation.
?itma Cachin$ A ma"or $erformance limiting factor has !een %lashEs re:uirement to u$ ate vector gra$hic images with each screen refresh, even if nothing has change . 'n movies with many o!"ects on the screen, this !rought own the $ractical frames $er secon $erformance ca$a!ilities. Aitma$ caching is inten e to re uce the loa on the ren erer !y storing co$ies of selecte movie cli$s in the %lash )layer. Aitma$ caching has !een im$lemente as a movie cli$ $ro$erty. This $ro$erty can !e accesse through the )ro$erties Data 3iew. Aitma$ caching is also accessi!le in ActionScri$t through the mc.cacheAsAitma$ $ro$erty 7true U caching turne on, false U caching turne off8. /ou can also irectly access this $ro$erty to etermine a movie cli$Es !itma$ caching status. Aitma$ caching also works with neste movie cli$s. The %lash )layer will convert the visual contents of movie cli$s with !itma$ caching on into !itma$s an store them in runtime %lash )layer memory. These co$ies are use for screen
F20
KoolMoves User Manual refreshes instea of ren ering the images from scratch, until the contents of the movie cli$ change, at which time a new !itma$ co$y is ren ere an store . So as long as the movie cli$ oesnEt change, caching can seriously re uce the loa on the ren erer, es$ecially if the movie cli$ ha$$ens to contain com$le( vector images 7lots of lines, curves, gra ient fills, etc.8. -owever, what constitutes a changeV 'f the movie cli$ moves u$ or own or si eways J no $ro!lem. .n the other han , rotations, scaling, fli$$ing, animate filters, !asically any effect, will re:uire the movie cli$ to !e ren ere . %or you ActionScri$ters, these are the $ro$erties the cause the !itma$ to !e regenerate P W(scale Wyscale Wrotation Wal$ha Wwi th Wheight filters !len Mo e o$a:ueAackgroun transform 't follows that, since two ste$s are involve 7ren ering an storing8 in caching as o$$ose to only one ste$ without caching, an one of the ste$s is tying u$ memory 7youEre storing !oth the vector ata an the !itma$8, that turning !itma$ caching on unnecessarily for a movie cli$ that nee s to !e ren ere fre:uently can actually hurt movie $erformance. An it oes. There are a few limitations, :uantitative, :ualitative, an $erformance inherent in !itma$ cachingP The largest !itma$s that can !e store are 0,DD1 !y 0,DD1 $i(els, Aitma$s o not store vector images as efficiently as vector ata, Aitma$ caching is turne on when a filter is a$$lie to a movie cli$, an Aitma$ caching is turne off when content 7e(ternal %lash movie or image8 is ynamically loa e via ActionScri$t.
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Toolbox Transforms
Click an hol to o$en the Transform tool rawer. #ith the e(ce$tion of the fli$, s:uish, an $ers$ective tools, these tools were covere in Cha$ter 4 in the *esha$ing entry. These tools o$erate in the same or similar fashion, so we will "ust $rovi e a !rief escri$tion of the tools here. ScaleG*esi9e. Click an rag a han le to alter the (Gy a(is scale. Click an rag the han le in the to$ right corner for $ro$ortional changes. Ctrl]Alt]S.
*otate. Click an rag anywhere on the stage to rotate the selecte sha$e aroun the a(is $oint. Click an rag the a(is $oint to move it !efore rotating to create off center rotations. Ctrl]Alt]*.
%li$ -ori9ontal. Turns the selecte o!"ect into a mirror image along a vertical a(is. Ctrl;Alt;-. %li$ 3ertical. Turns the selecte o!"ect into a mirror image along a hori9ontal a(is. Ctrl;Alt;3.
Slant. Click an rag a han le to istort the selecte o!"ect in a iagonal fashion. Ctrl]Alt]T.
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KoolMoves User Manual )ers$ective. Click an rag a han le to change the o!"ectEs sha$e consistent with the effects of istance on ifferent $oints on the o!"ect. Ctrl]Alt]).
Transforms
%ollowing are the Transforms Menu comman s not alrea y covere in Tool!o( Transforms.
then select the a$$ro$riate menu comman . ?rea+ into Te,t Characters
>ach letter in the test message has !een !roken out into its own static te(t o!"ect. This means that each character can !e selecte an mo ifie in ivi ually, with its own effects, $arameter settings an $osition. Convert to a "ha e 8ith Points
. ly enough, all the letters a!ove are consi ere one sha$e. %or e(am$le, clicking on one of the letters a!ove selects the entire message. Use the Select )oint tool to e it the $lacement of the in ivi ual $oints.
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A reference $oint is $lace at the center of the selecte sha$e an the mouse $ointer is change to four arrows arrange in a circle. Click an rag the mouse aroun the center to rotate the gra ient fill.
)lacing the mouse $ointer over the center will change the mouse $ointer again, this time into four arrow $ointing out from the center. Click an rag the center to shift the gra ient fill.
F2C
'umeric< 5CtrlJAltJ'6
Use the +umeric Transform tool the mo ify a selecte o!"ects si9e, initial rotation an $osition. Click on the Scale, *otate or )osition !o(es to activate those fiel s J only one set of fiel s is active at a time. Click on the A$$ly !utton to effect changes to the selecte o!"ect J only one set of changes 7ScaleG*otateG)osition8 can !e a$$lie at a time. Scale Units ; )i(els or )ercent. Scale Anchor )oints J Center, U$$er Left, U$$er *ight, Lower Left, Lower *ight, To$, Aottom, Left, *ight. Check the Constrain $ro$ortions !o( to maintain original wi th to height ratios. Angle fiel only acce$ts integers. The < an / $osition fiel s are use to set a coor inate $oint on the selecte o!"ect relative to the stage. )osition coor inate $oint choices are U$$er Left, U$$er *ight, Lower Left, Lower *ight an Center
Center 5CtrlJAltJC6
This comman moves the selecte o!"ect to the center of the stage.
F2D
%cale,Translate Movie<
Use this win ow to Scale all o!"ects within a movie using the ro$ own list of ratios 751Z to 511Z, in increments of F18, an Shift all o!"ect within the movie the esignate num!er of $i(els.
Toolbox &ffects
Click an hol to o$en the >ffects tool rawer. These tools were covere in Cha$ter 2 in Data 3iews L )ro$erties Data 3iew L >ffects, so we will "ust list the tools with their icons. Motion Scri$t 5D S$in G *otate %ilter Alen Mo e Dro$ Sha ow
'n ste$ 6, the image is ragge to the center of the movie frame in the last key frame. %inally in the last key frame, the $aint !ucket an scale tools remove the trans$arency an return the image to its original si9e. #hen the movie is $laye , the image sli es in from the left from a trans$arent, small state. The transitions you can create are en less. KoolMoves has 4 !uilt;in transitions ;; initial fa e in, final fa e out, initial grow from nothing, an final shrink to nothing, initial 9oom in an final 9oom out. They take effect at the !eginning or en of the sha$e=s life in the movie e$en ing on whether the transition is calle initial or calle final. These transitions can !e set in the )ro$erties $o$u$ for the selecte sha$e or through the >ffects menu !ar. Transitions occur over a set num!er of key frames. #hen a transition is a e to a sha$e, if there aren=t enough frames for the transition to occur, frames will !e a e if the XA frames if nee e X check !o( is checke . Transitions can !e com!ine , although the fa e transitions are not a goo com!ination with ro$ sha ow.
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Part I0 Advanced,Additional Features Cha ter !( 9ction "cri tin$ Cha ter !6 KoolMoves Com onents Cha ter !5 "#mbol 4 5in+ 5ibrar#
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b8
F8 08
F8 Click on the Actions N Soun s .verview Menu Tool!ar icon to o$en the Actions N Soun s .verview, 08 click on the $o$u$ menu !utton, an then b8 click on ActionScri$tQ
To $lace an event han ler 7on7event8 _`8on a !utton, select a !utton an in the )ro$erties win ow click on Actions, click on the $lus !utton an then click on ActionScri$t in the $o$u$ menu.
To $lace an event han ler 7onCli$>vent7event8 _`8 on a movie cli$, select a movie cli$ an in the )ro$erties win ow click on Actions, click on the $lus !utton an then click on ActionScri$t in the $o$u$ menu.
F45
)rint
Un o Co$y %in
*e$lace
A co e Link +ames
)aste *e o
Cursor )osition
Click on the $lus !utton to o$en a $o$u$ menu of availa!le reserve ActionScri$t wor s an $hrases that can !e a e to the current cursor $osition.
Clicking the checkmark !utton will return one of two messages after checking the co e for synta( errors.
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KoolMoves User Manual The link !utton o$ens the Link +ames win ow. 'n the Movie Cli$s ta! are is$laye availa!le sym!ol li!rary movie cli$ links create in the main gui with the Sym!ol Li!rary interface. These links work with the mc.attachMovie78 action scri$t comman .
Un er the Soun s ta!, links to e(ternal soun files can !e create . These links can !e use with the soun .attachSoun 78 action scri$t comman an the KoolMoves Sli eshow com$onent.
Un er the 'mages ta!, links to e(ternal image files can !e create . These links can !e use with the loa Aitma$78 action scri$t comman an the KoolMoves Sli eshow com$onent.
.$en a te(t file an $aste the contents to the current cursor $osition. Default file e(tension is as.
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KoolMoves User Manual Save contents of co ing area to a te(t file. Default file e(tension is as
)rint contents of co ing area. Cut, Co$y, an )aste, res$ectively. #orks with #in ows & cli$!oar . Un o an *e o last action, res$ectively. %in , %in Again, an *e$lace, res$ectively. #orks with #in ows & cli$!oar . )o$u$ -el$ menu with Synta( Assistance an Conte(t Sensitive ti$s. Click on Cancel to e(it without saving changes. Clicking .K will return KoolMoves to the main movie environment if there are no synta( errorsS if there are errors, you have the o$tion to correct the errors or save the ActionScri$t co e in its current state.
F44
Clicking on the ?]@ ne(t to an Actions entry in the Movie .verview win ow will e($an the entry to is$lay the co e.
F4C
KoolMoves User Manual 'n the Actions an Soun .verview or the Movie .verview, after clicking on the $o$u$ Actions an Soun Q, click on the e it sym!ol in the %rame Actions an Soun win ow to e it the highlighte ActionScri$t o!"ect.
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Unimplemented -ctionScript
ActionScri$t 0 7synta( an constructs8 is unim$lemente in its entirety. Unim$lemente %lash )layer 6 through 4 comman sP %= &= |= ~ <<= < = = (modulo assignment) (bitwise AND assignment) (bitwise OR assignment) (bitwise NOT) (bitwise left shift and assignment) (ine!ualit") (bitwise #ight shift and assignment) (bitwise unsigned #ight shift and assignment)
swit$h % $ase $onditional b a workaroun for switchGcase is to rewrite the co e with ifGelse if do % while loo& ne't($ene()) &#e*($ene() su&e# b a vance comman for use with the sym!ol li!rary. *oid b not use very often. 3oi 7(8 returns =un efine =. th#ow) t#") $at$h) finall" b use for error han ling. t#a$e b use to out$ut a result for e!ugging. The following invali o$erators have !een e$recate since %lash )layer 2 an have never !een im$lemente in KoolMoves. 'f you are following an ol ActionScri$t tutorial G language reference, $lease use the i entifie alternative o$erators. 'nvali a gt lt 3ali ] L T 'nvali an ne not 3ali N RU R 'nvali or TL 3ali c RU
F4K
FC1
FCF
FC0
'n terms of the )ro$erties ata view, the !iggest ifference !etween com$onents is in the content han ling an A$$earance o$tions. The more common $arameters an their values are covere !elow. Color )ialo$s The Arrow, Aackgroun , Aor er, Autton, Scroll Aar, Scroll Track, Selecte Te(t, Selection Aar, Te(t Aackgroun , an Te(t Color fiel s all have the same color $icker. There are three ways to select a color from the initial Color .$tion win owP F8 >nter a value !etween 1 an 022 for the *e , ,reen an Alue values, 08 >nter a value !etween a111111 an a%%%%%% in the -e( Color !o(, or use the Color )icker to select a color from the $alette.
FC5
Click on the *,AG-SL icon to o$en the *,AG-ueGSaturationGLightness Sli er win ow 7a fourth way to select a color8. The color ialog is a$$lie to control surfaces an oes not allow for the use of $atterns or images as fills, nor oes it have a trans$arency setting. These settings can !e ynamically change with ActionScri$t for %lash 4 com$onents.
?ehavior 9ctions 4 )#namic Com onents Most of the interface com$onents have a efault event 7on change, on mouse click or on mouse rag8 that can !e use to e(ecute ActionScri$t co e. 'n the )ro$erties win ow, after selecting the event un er Aehavior, click on the elli$sis 7?Q@8 to o$en the ActionScri$t > itor. The co e em!e e in a com$onent is not limite to u$ ating the movie as to the changes ma e to the com$onent, !ut can also !e use to control the flow of the movie.
Co e is $resent on a com$onent when the event fiel has change from ?none@ to ?action scri$t@.
FC6
7oteI #hen co ing !ehavior for com$onents through the )ro$erties win ow, the event 7e.g., onChange8 has alrea y !een efine an a function !lock oes not nee to !e s$ecifie . Also note that initiali9ing a $ro$erty not $resent in the )ro$erties win ow is not com$licate . 'n OKoolMovesO>(am$lesOCom$onentsO%lash 4O.ther e(am$lesOTellingTime.fun, check!o(F 7create at author time8 is ynamically initiali9e withP $he$+bo',-set.alue(t#ue)/ 7oteI As mentione earlier, %lash 4 an D com$onents iffer internally. Aecause %lash D com$onents were esigne with the use of the Sym!ol Li!rary, their !ehavior co e is $lace within the com$onent. This means that when ealing wG e(ternal o!"ects, the com$onentEs !ehavior co e has to allow for its relative starting $osition. %lash 4 com$onent !ehavior co e, on the other han , is $ositione relative to the $arent movie cli$. 'n the sam$le co e !elow, !oth com$onents u$ ate a te(t !o( on Wroot when their value changes. 3ali co e for checkAo(F 7%lash 4 com$onent8P t't,-te't 0= this-get.alue()/ or t't,-te't 0= $he$+bo',-get.alue()/ or 1#oot-t't,-te't 0= 1#oot-$he$+bo',-get.alue()/ _Since the %lash 4 com$onent !ehavior co e is $ositione relative to the $arent movie cli$, in this case Wroot, !oth the co e an the te(t !o( are on the same level an relative $ath information is not re:uire .` 3ali co e for com!oAo(F 7%lash D com$onent8P W#oot-t't,-te't 0= this-get.alue()/ or 1#oot-t't,-te't 0= 1#oot-$ombobo',-get.alue()/ _The %lash D com$onent !ehavior co eEs $arent is the com$onent an not the creating movie cli$ Wroot, so even though the a!solute $ath for the two com$onents are analogous an the get3alue78 function look the same, the internal workings iffer. %or this reason, ?com!o!o(F.get3alue78S@ returns ?un efine @. Likewise, sen ing the value to ?t(tF.te(t@ oesnEt work for %lash D com$onents as the !ehavior co e en s u$ looking for t(tF on the com$onent o!"ect.`
FC2
KoolMoves User Manual 5abel La!els are availa!le for )ush Auttons an Check Ao(es. The fonts are limite to the fonts installe on your com$uter. )ush !utton te(t is centere on the !utton while check !o( te(t is left "ustifie to the right of the check !o(. Aoth are limite to one line. La!el settings can !e change ynamically with ActionScri$t for %lash 4 com$onents.
?evel "ettin$s Aeveling is only availa!le with %lash D com$onents. The efault values are an angle of 62 egrees an a wi th of 0 $i(els. The range of vali values for angle an wi th are 1 to 41 egrees 7in increments of F2 egrees8 an 1 to 2 $i(els, res$ectively. These settings can !e change with ActionScri$t.
FC4
AradientB 5iGuid and "haded *A5"- "t#les The ,ra ient, Li:ui an Sha e Styles are only availa!le with the %lash 4 com$onents. ,ra ient style U /es, the affecte interface element is lightest at the to$ left corner an arkest at the !ottom right corner. Sha e style U /es, the com$onentEs !or er is re$lace with a !evele e ge. Li:ui Style U /es, a !or erless, ra ial gra ient is a$$lie to the interface element 7ten s to overwhelm the ,ra ient an Sha e styles when a$$lie to the same element8.
Check Ao(.
'n the List Ao( you can see the Li:ui style overri ing the others on the scroll !ar a$$earance.
The )ush Autton has only one visual com$onent, so the Li:ui style ominates.
FCC
Chec# (o=
%lash 4. Check !o(es are !est suite for turning features on or off an ealing with varia!les that have only two values.
true U checke
The check !o( com$onent was largely covere when it was use as the e(am$le in the section on Aehavior Actions N Dynamic Co ing. 'n a ition to the e(am$les alrea y covere , check !o(es are also use in OKoolMovesO>(am$lesOCom$onentsO%lash 4OStyling emoOKcStyling.fun an OKoolMovesO>(am$lesOCom$onentsO%lash 4OTool Ti$ e(am$leOti$test.fun. Aelow is the $rogramming interface for the check !o( com$onent. KCheckAo( A)' 7%lash 48P 2o*ie3li&-3#eate43he$+5o' (instan$eName) de&th) initOb6e$t)/ 43he$+5o'-dest#o" ()/ 43he$+5o'-get7nabled ()/ 43he$+5o'-get8abel ()/ 43he$+5o'-get(t"le9#o&e#t" (st"le9#o&e#t")/ 43he$+5o'-get.alue ()/ 43he$+5o'-on3hange = On3hange:un$tion/ 43he$+5o'-set7nabled (enabled)/ 43he$+5o'-set8abel (label)/ 43he$+5o'-set8abel9la$ement (&la$ement)/ ;; <#ight= o# <left= 43he$+5o'-set(i>e (si>e)/ 43he$+5o'-set(t"le (4(t"le:o#mat)/ 43he$+5o'-set(t"le9#o&e#t" (st"le9#o&e#t") *alue)/ 43he$+5o'-set.alue (*alue)/ %or more etails on ynamically setting %lash 4 com$onent styles, $lease see KStyle%ormat un er +on;'nterface Com$onents.
FCD
Combo (o=
%lash D. The Com!o !o( allows you to is$lay items in a ro$ own list. Click on 'tems an then the elli$ses to o$en the List Ao( 'tems ialog win ow.
Iust click on the own arrow to toggle the is$lay. .nce the list is is$laye , you can select from the list !y clicking on an entry, or !y using the arrow keys. Com!o !o(es can !e a e ynamically, through the tool!o(, an through the Sym!ol li!rary. #hen use ynamically, com!oAo(es can !e change into listAo(es that allow multi$le selections. %or further etails, see the com!oAo( im$lementation notes at KoolMovesO>(am$lesOCom$onentsO%lash DOCom!oAo(O.
FCK
KoolMoves User Manual com!oAo( A)' 7%lash D8P 1unctions set'tems7items,multi$le,te(t%ormat8 items ; Array of items. >ach item has to !e an o!"ect containing la!el, value an selecte 7o$tional8. multi$le ; Aoolean value in icating if multi$le selections are allowe . te(t%ormat ; te(t%ormat o!"ect reference. Use this to set the font an font si9e. %ont si9e free om is limite !ecause the height of a colla$se com!o is always the same. 'f you s$ecify a large value, you will see only $art of the te(t. >(am$leP m"T: = new Te't:o#mat()/ m"T:-font = ?A#ial?/ m"T:-si>e = ,@/ items = new A##a"()/ items-&ush(AlabelB?line items-&ush(AlabelB?line items-&ush(AlabelB?line items-&ush(AlabelB?line items-&ush(AlabelB?line ,?)*alueB,C)/ @?)*alueB@C)/ D?)*alueBD)sele$tedBt#ueC)/ E?)*alueBEC)/ F?)*alueBFC)/
m"3ombo-setGtems(items)false)m"T:)/ setSelecte 7in e( G din icese8 ; Set the selecte item to the s$ecifie in e( G din icese. 'f multi$le selection is allowe , all other selecte values are cleare . getSelecte 'tems78 ; *eturns an array of selecte items. get3alues78 ; %unction to !e use when multi$le selection is allowe . *eturns an array of values of the selecte items. get3alue78 ; %unction to !e use when multi$le selection isn=t allowe . *eturns the value of the selecte item. Pro erties auto-i e J Aoolean value. #hen set to true, a scroll!ar is only use if necessary. This $ro$erty can only !e set when setting u$ the com$onent or "ust !efore setting new items em!e %onts ; Analogous to te(tfiel .em!e %onts. Events onChange7value8 ; >vent occurring when another item is selecte . 'f multi$le selection is allowe , nothing is $asse , otherwise the value of the selecte item is $asse , making it unnecessary to use the get3alue function.
FD1
Content Pane
%lash 4 N D. The %lash 4 version is also referre to as the scroll)ane. Content)anes are the most versatile an $ossi!ly the most useful 'nterface Com$onent. The minimum si9e for a content)ane is C2 ( C2 $i(els. Scroll!ars on the ( an y a(is are automatically availa!le.
Unlike the com!oAo( an listAo(, which is$lay lists, content)anes is$lay information in other formats. A %lash 4 scroll)ane can is$lay a "$eg or flash 7swf8 file. A %lash D content)ane can is$lay multi$le items, treating each item as a se$arate $age 7Multi$age content fiel e:uals yes8. Content)anes can is$lay te(t strings, te(t files, gra$hic 7gif, "$eg, $ng8 files, flash files, !itma$s, an o!"ects store in the sym!ol li!rary. *ight clicking the com$onent gives you the a!ility to 9oom in on the content. Clicking on the scroll)ane Content fiel lets you i entify the file to loa .
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Clicking on the content)ane Content fiel , !efore any content has !een s$ecifie or when Multi$age content fiel is no, o$ens the Content win ow. Use this ialog screen to s$ecify a single $age of content an its transition. Availa!le transition styles are Cross %a e, Dissolve, Left to *ight, an *ight to Left.
; The com!ination of very long te(ts an font em!e ing may result in ren ering $ro!lems. This can !e resolve !y !reaking u$ the te(t or !y turning off font em!e ing. ; Setting a movie7cli$8 with ynamic te(tfiel s as content may result in $ro!lems ren ering the ynamic te(t. ; #hen using html te(t with images insi e it, it is im$ortant to s$ecify the wi th an height of the images, otherwise the wi th an the height of the te(t can not !e etecte right. Clicking on the content)ane Content fiel , !efore any content has !een s$ecifie or when Multi$age content fiel is no, o$ens the Multi$age Content win ow. Click on the $lus to a a itional content, click on the sheet;han to e it the highlighte content 7o$ens the Content win ow shown a!ove8, click on the trashcan to elete an the arrows to change the contentEs relative $osition in the stack. Due to %lash )layer security restrictions, a content transition will not work when content is an e(ternal gra$hic store on another omain.
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KoolMoves User Manual Two e(cellent e(am$les of ynamically using scrollGcontent)anes are at KoolMovesO>(am$lesOCom$onentsO%lash 4O.ther e(am$lesOkc emo.fun an KoolMovesO>(am$lesOCom$onentsO%lash DO>(am$lesOKCD DemoOkcD.fun. KScroll)ane A)' 7%lash 48P 2o*ie3li&-3#eate4($#oll9ane (instan$eName) de&th) initOb6e$t)/ 4($#oll9ane-dest#o" ()/ 4($#oll9ane-get7nabled ()/ 4($#oll9ane-getHeight ()/ 4($#oll9ane-get(t"le9#o&e#t" (st"le9#o&e#t")/ 4($#oll9ane-getIidth ()/ 4($#oll9ane-load3ontent (fileName) hs$#oll initial &osition) *s$#oll initial &osition)/ 4($#oll9ane-set7nabled (enabled)/ 4($#oll9ane-set(i>e (width) height)/ 4($#oll9ane-set(t"le (4(t"le:o#mat)/ 4($#oll9ane-set(t"le9#o&e#t" (st"le9#o&e#t") *alue)/ 4($#oll9ane-setHeight (height)/ 4($#oll9ane-setIidth (width)/ content)ane A)' 7%lash D8P 1unctions get)age78 ; *eturns the current $age of multi $age content. setContent 7ty$e, source d, transition, transitTime d, cli$*ect, init.!"ect ee 8 J use to loa content. T"&e J te't , html te't @ e'te#nal te't D e'te#nal html te't E e'te#nal g#a&hi$ F s"mbol lib#a#" m$ K s"mbol lib#a#" bitma& L bitma& (ou#$e st#ing $ontaining te't st#ing $ontaining html te't filename of te't file file name of html te't file file name of swf) gif) &ng o# 6&g lin+age GD of mo*ie$li& lin+age GD of bitma& bitma&
Transition J efines transition a$$earance. 1 Crossfa e F Dissolve 0 Left to right 5 To$ to !ottom transitTime ; 3alue !etween 1 an 2, sets the num!er of secon s for the transition uration.
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KoolMoves User Manual Cli$*ect ; *ectangle of the flash.geom.*ectangle ty$e re$resenting the area to cli$. #hen the content is a movie7cli$8, o!"ects sometimes start outsi e the stage area resulting in a $ro!lem when trying to recogni9e the wi th an height of the movie7cli$8. This $ro!lem is solve !y the a!ility to manually set the region that shoul !e is$laye . init.!"ect ; S$ecifie after cli$*ectS when content ty$e is =sym!ol li!rary mc=, you can $ass an init.!"ect to the s$ecifie sym!ol li!rary mc. Alternative synta( for multi$age ocumentsP set3ontent (&ageA##a") sta#t9age M)t#ansition)t#ansitTimeN) $ageArray is an array of $ages that make u$ the content. >ach array item is a su! array containing the $arameters for a normal setContent. start)age is the num!er of the $age to is$lay in the !eginning. The transition $arameters can !e use to set an initial transition that is use instea of the normal one s$ecifie for the first $age to is$lay. >(am$leP &ages = new A##a"()/ &ages-&ush(MD)?fi#st9age-html?)/ &ages-&ush(M@)?se$ond9age-t't?)J)DN)/ &ages-&ush(ME)?thi#d9age-6&g?),)@N)/ m"3ontent9ane-set3ontent(&ages),)J)@-F)/ setContent%ilters 7filterArray8 ; Sets the filters of the content. #hen using content filters, te(t !ackgroun will !e ignore an set to trans$arent. >(am$leP m"3ontent9ane-set3ontent:ilte#s(Mnew flash-filte#s-D#o&(hadow:ilte#(@)N)/ set+ewTe(t%ormat 7 te(t%ormat 8 ; Analogous to te(tfiel .set+ewTe(t%ormat. set)age 7 $age+um!er 8 ; Sets the current $age when multi $age content is is$laye . setScroll)os 7 hs)os , vs)os 8 ; Sets the $osition of the scroll !ars. Aoth can have a value !etween 1 an F. setScroll)os71,18 sets the scrollers to the to$ left. setScroll)os7F,F8 sets the scrollers to the !otom right. SetScroll)os71.2,1.28 sets the scrollers to the mi le. setTe(t%ormat 7 d!egin'n e(e, den 'n e(e, te(t%ormat8 ; Analogous to te(tfiel .setTe(t%ormat.
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KoolMoves User Manual Pro ertiesI auto-i e ; )ossi!le values are 1 through 5. 1 means hi e no scroll!ars F means hi e the hori9ontal scroll!ar if $ossi!le 0 means hi e the vertical scroll!ar if $ossi!le. 5 means hi e !oth the hori9ontal scroll!ar an vertical scroll!ar if $ossi!le. +otesP ; The vertical scroll!ar is never hi en when content is wor wra$$e te(t. ; This can only !e set when setting u$ the com$onent or "ust !efore setting new content !ackgroun Color ; Analogous to te(tfiel .!ackgroun ColorS gets G sets the !ackgroun color of the te(t when content is te(t. !arTrans ; #hen set to true, only scroll!ars an !uttons are visi!le uring a transition. #hen set to false the tracks are also visi!le. em!e %onts ; Analogous to te(tfiel .em!e %onts htmlTe(t ; Analogous to te(tfiel .htmlTe(t. Content has to !e te(t. ignoreC* ; Aoolean value, true !y efault. #in ows te(tfiles often use !oth cr an lf resulting in !lank lines !etween each line of te(t. #hen set to true, cr is ignore when using e(ternal te(t content. ignoreL% J Aoolean value, false !y efault. #hen set to true, lfs are ignore when using e(ternal te(t content. length ; Analogous to te(tfiel .length styleSheet ; Analogous to te(tfiel .styleSheet te(t ; Analogous to te(tfiel .te(t. Content has to !e te(t. wor #ra$ ; Analogous to te(tfiel .wor #ra$ Events onScroll 7 hs)os , vs)os 8 ; >vent occurring when content is scrolle . onTransit ; >vent occurring "ust !efore the content transition takes $lace. This gives you, for e(am$le, the a!ility to see the $osition of the scroll!ars !efore the content is first is$laye .
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2ist (o=
%lash 4 N D. #orks $retty much the same as the com!oAo(, e(ce$t that there is a %lash 4 version, it is a list instea of a ro$ own !o(, an there is an o$tion to allow the com$onent to have more than one item selecte at a time. A %lash D ynamic e(am$le is locate at KoolMovesO>(am$lesOCom$onentsO%lash DO>(am$lesOListAo(OKCDW>(am$leWListAo(.fun.
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KoolMoves User Manual KListAo( A)' 7%lash 48P 2o*ie3li&-3#eate48ist5o' (instan$eName) de&th) initOb6e$t)/ 48ist5o'-addGtem (label) *alue)/ 48ist5o'-addGtemAt (inde') label) *alue)/ 48ist5o'-dest#o" ()/ 48ist5o'-get7nabled ()/ 48ist5o'-getGtemAt (inde')/ 48ist5o'-getGtem8abel (inde')/ 48ist5o'-getGtem.alue (inde')/ 48ist5o'-getGtemGD (inde')/ 48ist5o'-get8ength ()/ 48ist5o'-getRow3ount ()/ 48ist5o'-get($#oll9osition ()/ 48ist5o'-get(ele$tedGnde' ()/ 48ist5o'-get(ele$tedGndi$es ()/ 48ist5o'-get(ele$tedGtem ()/ 48ist5o'-get(ele$tedGtems ()/ 48ist5o'-get(ele$t2ulti&le ()/ 48ist5o'-get(t"le9#o&e#t" (st"le9#o&e#t")/ 48ist5o'-get.alue ()/ 48ist5o'-getIidth ()/ 48ist5o'-on3hange = On3hange:un$tion/ 48ist5o'-#emo*eAll ()/ 48ist5o'-#emo*eGtemAt (inde')/ 48ist5o'-#emo*eGtems5"8abel (label) is(ubst#ing)/ 48ist5o'-#emo*eGtems5".alue (*alue) is(ubst#ing)/ 48ist5o'-#e&la$eGtemAt (inde') label) *alue)/ 48ist5o'-setAutoHide($#oll5a# (autohide)/ 48ist5o'-set7nabled (enabled)/ 48ist5o'-setRow3ount (#ow$ount)/ 48ist5o'-set($#oll9osition (s$#oll9osition)/ 48ist5o'-set(ele$tedGnde' (inde')/ 48ist5o'-set(ele$tedGndi$es (sele$tedGndi$esA##a")/ 48ist5o'-set(ele$t2ulti&le (multi&le)/ 48ist5o'-set(t"le (4(t"le:o#mat)/ 48ist5o'-set(t"le9#o&e#t" (st"le9#o&e#t") *alue)/ 48ist5o'-setIidth (width)/ 48ist5o'-so#tGtems5"8abel (as$ending)/ 48ist5o'-so#tGtems5".alue (as$ending)/ ListAo( A)' 7%lash D8P see the %lash D Com!oAo( A)' un er Com!oAo(.
FDC
Push (utton
%lash 4 N D. Click on the La!el fiel to a a la!el as covere in Check Ao(. Click on the .n click fiel to a !ehavior as covere in Check Ao(.
K)ushAutton A)' 7%lash 48P 2o*ie3li&-3#eate49ush5utton (instan$eName) de&th) initOb6e$t)/ 49ush5utton-dest#o" ()/ 49ush5utton-get7nabled ()/ 49ush5utton-getHeight ()/ 49ush5utton-get8abel ()/ 49ush5utton-get(t"le9#o&e#t" (st"le9#o&e#t")/ 49ush5utton-getIidth ()/ 49ush5utton-on3li$+ = On3li$+:un$tion/ 49ush5utton-setAutoResi>e (autoResi>e5utton)/ 49ush5utton-set7nabled (enabled)/ 49ush5utton-set8abel (label)/ 49ush5utton-set(i>e (width) height)/ 49ush5utton-set(t"le (4(t"le:o#mat)/ 49ush5utton-set(t"le9#o&e#t" (st"le9#o&e#t") *alue)/ 49ush5utton-setHeight (height)/ 49ush5utton-setIidth (width)/
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Autton A)' 7%lash D8P 1unctionsI setLa!el7te(t, te(t%ormat8 te(t ; La!el te(t in :uotes. te(t%ormat ; reference to te(t%ormat o!"ect s$ecifying font $ro$erties an alignment. e(am$leP m"T: = new Te't:o#mat()/ m"T:-font = ?A#ial?/ m"T:-si>e = ,@/ m"5utton-set8abel(?3a&tion?)m"T:)/ Pro ertiesI em!e %onts ; Analogous to te(tfiel .em!e %onts EventsI onClick78 ; >vent calle when !utton is clicke .
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%lider
%lash D. Use the Sli er A)' to control a $arameter or change a value interactively. A straightforwar e(am$le is availa!le at KoolMovesO>(am$lesOCom$onentsO%lash DOSli erOKCDW>(am$leWSli er.fun.
Sli er A)' 7%lash D8P 1unctions setSli er 7min, ma(, current 8 ; Set the min, ma( an current value of the sli er. All values have to !e of the integer ty$e. 'f you wish to use ecimal values, you have to ivi e the result. get3alue 78 ; *eturns the current value of the sli er. Events onMove 78 ; >vent calle when sli er is move .
FK1
%lide%ho1
%lash D. The Sli e Show com$onent allows you to create a $rofessional looking sli eshow within your movie. Use the $ro$erties interface to organi9e the esire image files into a list, a$$ly transition effects to the in ivi ual sli es an set the a$$earance $arameters for the sli eshow interface. The minimum si9e of the com$onent is F02 ( C2 7wi th !y height8 $i(els with the navigation !ar, C2 ( C2 $i(els without it. #hen turne on, the navigation !ar will consume FK $i(els of the com$onentEs vertical is$lay area, an the !or ers will consume an a itional two $i(els on all four si es of the is$lay area. Control Auttons Scroll!ar Track
Scroll!ar The si9e of the scroll!ar is FGn of the scroll!ar track, where n is the num!er of sli es. The control !uttons are, from left to right, Move to %irst Sli e, Move to )revious Sli e, )ause, Move to +e(t Sli e, an Move to Last Sli e. Clicking on any of the Move !uttons will cause the sli eshow to automatically $ause at that sli e J click on the )ause !utton to resume auto$lay mo e. %or a list of availa!le transitions an e($ort setting re:uirements, see Sli eshow Transitions in A$$en i( A. %or a :uick emo of the availa!le transitions, $lease see OKoolMovesOAinOtransitionWe($lorer.swf. %or sli eshow com$onent $ro"ect e(am$les, $lease see the .fun files in OKoolMovesO>(am$lesOCom$onentsO%lash DO>(am$lesOSli eShowO. Sli e Show A)' 7%lash D8 1unctionsI setSli es 7 sli es d, loo$Sli e d, callouts N clicks d, te(tformat eee 8 J efines a sli eshow. sli es is an array, each item of which is another array containing information for a sli e in the sli eshow 7so sli es is in effect a two imensional array J actually three imensional as there is a su!;su! array, escri!e !elow8. An itemEs $osition in the sli es array etermines that itemEs res$ective imageEs $osition in the sli eshow. >ach sli es array item contains the followingP
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KoolMoves User Manual d transition i , transition time, image G sym!ol li!rary link name, image time, scale mo e, sli e !ackgroun color, effects, soun link name, callouts N clicks in ices, callouts transition e transition i J 50 !it he( integer 71(111111118 value that efines the transition to !e use for a sli e. %or a list of availa!le transitions an their res$ective i num!er, see Sli eshow Transitions in A$$en i( A. transition time J transition uration in floating $oint secon s. image G sym!ol li!rary link name J string value, either the filename of the sli e image or the link name if the sli e images has !een $lace in the sym!ol li!rary. Sli e link names shoul not contain a ot 7.8 !ecause the ot is use to etermine if the image source is a file or sym!ol link. image time ; sli e uration in floating $oint secon s, after the transition effect has finishe . scale mo e J integer value setting how the image is si9e to the sli eshow !o(P 1 U scale to fit F U scale an cro$ 0 U cro$ sli e !g color J 06 !it he( integer 71(**,,AA8 !ackgroun color of a sli e when the image oesn=t fill the whole sli e. effects J integer value efining $i(el !ase effects a$$lie to an image. >(ce$t for se$ia an !Gw, effects can !e com!ine !y a ing their values. The line an channel !uil effects affect the transition an are more c$u intensive than !Gw an se$ia, which only affect the sli e after the transition is over. F U line 7c$u intensive8 0 U se$ia 7not c$u intensive8 6 U !Gw 7not c$u intensive8 D U channel !uil 7mil ly c$u intensive8 soun link name ; the name in the sym!ol li!rary use for the transition soun . >(ternal soun files are not su$$orte . Link names are not allowe to contain a ot 7.8 !ecause the ot is use to s$ecify the soun loo$ value. %or e(am$le =mySoun .5= will $lay the soun with link name =mySoun = three times. A soun automatically sto$s $laying when a transition en s. callouts N clicks in ices Jan array containing the array in e( num!ers of the callouts an clicka!le area array to !e use . d1,0e will use callout G clicks num!er 1 an 0 of the callouts N clicks array. >ach callout or clicka!le area o!"ect containing the $arameters for that $articular callout or clicka!le area 7see callouts an clicks !elow8.
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KoolMoves User Manual callouts transition J integer value use to select the enterGe(it transition effect for that sli eEs callouts an clicka!le areas. Sli e callouts come in after the sli e transition en s an go out "ust !efore the ne(t sli e transition starts. 1 U fa e inGout F U fromGto to$ 0 U fromGto right 5 U fromGto !ottom 6 U fromGto left loo$Sli e is the 9ero !ase integer efining the target sli e the sli eshow will loo$ to when the en is reache . #hen set to ;F, no loo$ing will occur. callout G click J an array of callout an clicka!le area efinitions with the following $arametersP _ ( P (;a(is, y P y;a(is, w P wi th, h P height, te(t P te(t string, link P U*L hy$erlink, cra ius P corner ra ius, line P line color, fill P !ase fill color ` ( ; hori9ontal $osition of callout or clicka!le area, integer value. y ; vertical $osition of callout or clicka!le area, integer value. w ; wi th of the callout or clicka!le area, integer value. h ; height of the callout or clicka!le area, integer value. te(t do$tionale ; te(t content of the callout !o(. link do$tionale ; link to go to when callout or clicka!le area is clicke . This can !e a sli e, e;mail a ress or e(ternal we!site. cra ius do$tionale ; ra ius of the corners of a callout, 1 !ase integer value. 1 means s:uare corners, 4 7 efault8 results in roun e corners. line do$tionale ; line color of the callout !o(, 06 !it integer 71(**,,AA8 fill do$tionale ; !ase fill color of the callout, 06 !it integer 71(**,,AA8 te(t%ormat J te(t%ormat o!"ect reference. Use this to set the font an font si9eS see te(t%ormat in the Content )ane com$onent entry for an e(am$le of its use. . gotoSli e7 sli e 8 J string or integer value, this function moves the sli eshow focus to the esignate sli e. sli e value can !e a sli e num!er 7starting at 18, =first=, =last=, =$revious= or =ne(t=. setMo e7 mo e 8 J Sets sli eshow to $lay automatically or $ause for manual irection. mo e can !eP 1 U auto $lay
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KoolMoves User Manual F U manual navigation Pro ertiesI Wcurrentsli e ; drea ;onlye returns the 9ero !ase num!er of the sli e currently is$laye . Wtotalsli es ; drea ;onlye returns the total num!er of sli es set for the sli eshow. EventsI on>n 78 ; >vent occurs when the en of the sli eshow is reache an loo$Sli e is set to ;F. onLoo$78 ; >vent occurs when the en of the sli eshow is reache an loo$Sli e is set to a s$ecific sli e. onTransitStart78 ; >vent occurs "ust !efore a sli e transition takes $lace. onTransitCom$lete78 ; >vent occurs "ust after a sli e transition takes $lace.
FK6
K%croll(ar
%lash 4. KScrollAar is a flash 4 com$onent that attaches a scroll!ar to a te(t fiel . 't is create ynamically with the mc.CreateKScrollAar new o!"ect comman . An e(am$le of scrollAar in use is locate at KoolMovesO>(am$lesOCom$onentsO.ther e(am$lesOKcDemo.fun. KScrollAar A) 7%lash 48'P 2o*ie3li&-3#eate4($#oll5a# (instan$eName) de&th) te'tfield) ho#i>ontal)/ 4($#oll5a#-dest#o" ()/ 4($#oll5a#-get7nabled ()/ 4($#oll5a#-get(t"le9#o&e#t" (st"le9#o&e#t")/ 4($#oll5a#-#eAssign (ob6e$t) $ont#olle#) min*alue) ma'*alue) *isible(i>e) total(i>e) ho#i>ontal)/ 4($#oll5a#-#eAssignTe't:ield (te'tfield) ho#i>ontal)/ 4($#oll5a#-set7nabled (enabled)/ 4($#oll5a#-set(t"le (4(t"le:o#mat)/ 4($#oll5a#-set(t"le9#o&e#t" (st"le9#o&e#t") *alue)/
%1itch API$
%lash D. The Switch com$onent is !asically a toggle controlS it is a e at authoring time through the sym!ol li!rary. The !utton an switch com$onents are sim$le an have very little functionalityP te(t color, alignment, !ol , font name etc can all !e set !y using the te(t%ormat class. An e(am$le is locate at OKoolMovesO>(am$lesOCom$onentsO%lash DOSwitchOKCDW>(am$leWSwitch.fun. Switch A)' 7%lash D8P 1unctions getSwitch78 ; *eturns the status of the switch 7true or false8 setSwitch7 status 8 J status U true 7switche on8 or false 7switche off8 setLa!el7 te(t, te(t%ormat 8 te(t ; La!el te(t te(t%ormat ; te(t%ormat o!"ect s$ecifying font $ro$erties an alignment. e(am$leP m"T: = new Te't:o#mat()/ m"T:-font = ?A#ial?/ m"T:-si>e = ,@/ m"T:-align = ?left?/ m"(wit$h-set8abel(?3a&tion?)m"T:)/
FK2
Pro erties em!e %onts ; Analogous to te(tfiel .em!e %onts Events onSwitch78 ; >vent calle when switch is switche .
FK4
*on,Interface Components
+ot all of the com$onents are interface com$onents. The following classes a ca$a!ilities to KoolMoves without a visi!le $resence in the movie. a itional
K%tyleFormat
The KStyle%ormat class is analogous to the Te(t%ormat an Color classes, an is use to create o!"ect instances that can store a %lash 4 com$onentEs visual formatting 7i.e., first you create a KStyle%ormat o!"ect, then you set the style of the various $ro$erties, then use the o!"ect to a$$ly your style to a %lash 4 interface com$onent8. KStyle%ormat has four $re efine formatting schemes 7Xa:uaX, X esertX, XinvgreenX an XnatureX8. Style o!"ects allow you to :uickly a$$ly a consistent color scheme to relate com$onents. /ou can create the com$onents in the authoring environmentQ
Qan a$$ly the style with ActionScri$t tie to an event or !utton action Q m"(t"le, m"(t"le@ m"(t"leD m"(t"leE = = = = new new new new 4(t"le:o#mat(Oa!uaO)/ 4(t"le:o#mat(Odese#tO)/ 4(t"le:o#mat(Oin*g#eenO)/ 4(t"le:o#mat(Onatu#eO)/
$ontent&ane,-set(t"le ( m"(t"le, )/ listbo',-set(t"le ( m"(t"le, )/ &ushbutton,-set(t"le ( m"(t"le, )/ $he$+bo',-set(t"le ( m"(t"le, )/ Qan see the results when you $review the animationQ.
FKC
A style scheme can !e use as a starting $oint, with in ivi ual $ro$erties on a s$ecific com$onent mo ifie as nee e . %or instance, if your movie is using the ?invgreen@ scheme, you can change the check !o( la!el te(tColor $ro$erty to !lack 7?check!o(5.te(tcolor U 1(111111S@8. An onEt forget, you can always create your own style scheme from scratch. KStyle%ormat A)' 7%lash 48P m"(t"le = new 4(t"le:o#mat()/ m"(t"le-a##ow = J'RRPP55/ m"(t"le-ba$+g#ound = J'RRPP55/ m"(t"le-bo#de# = J'RRPP55/ m"(t"le-$he$+ = J'RRPP55/ m"(t"le-fa$e = J'RRPP55/ m"(t"le-g#adient = t#ue;false/ m"(t"le-li!uid = t#ue;false/ m"(t"le-#adioDot = J'RRPP55/ m"(t"le-s$#oll5a# = J'RRPP55/ m"(t"le-s$#ollT#a$+ = J'RRPP55/ m"(t"le-sele$tion = J'RRPP55/ m"(t"le-shaded = t#ue;false/ m"(t"le-te't3olo# = J'RRPP55/ m"(t"le-te't:ont = :ont:a$e/ m"(t"le-te't(ele$ted = J'RRPP55/ m"(t"le-te't(i>e = :ont(i>e/
FKD
KToolTi
'nstea of creating an o!"ect instance, KToolTi$ 7%lash 48 a s a new ca$a!ility to movie cli$s. After activating KToolTi$, $o$u$ Screen Ti$s can !e a e to any movie cli$. 'n the !rowser $review of OKoolMovesO>(am$lesOCom$onentsOTool Ti$ e(am$leOti$test.fun !elow, $ausing the mouse $ointer over a movie cli$ causes a $o$u$ message to a$$ear.
ti$test.fun is a single frame movie with a check !o( com$onent an movie cli$s containing colore circles. After activating this feature, the co e consists of assigning screen ti$ te(t to each movie cli$ an efining an event that changes the font si9e of the ti$s each time the check!o( is clicke on. The check !o( com$onent itself is a movie cli$, an has its own screen ti$. 4ToolTi&-a$ti*ate()/ m$,-1toolti& = Om$,O/ m$,-m$,-1toolti& = Om$,-,O/ m$@-1toolti& = Om$@O/ m$D-1toolti& = Om$DO/ m$E-1toolti& = Om$EO/ m$E-m$,-1toolti& = Om$E-,O/ m$F-1toolti& = Om$FO/ m$K-1toolti& = Om$KO/ m$K-m$,-1toolti& = Om$K-,O/ m$L-1toolti& = Om$LO/ m$Q-1toolti& = Om$QO/ m$Q-m$,-1toolti& = Om$Q-,O/ Cha$ter F6 J 'nterface Com$onents FKK
KoolMoves User Manual m$R-1toolti& = Om$RO/ $he$+bo',-1toolti& = O3he$+ to enla#ge the toolti&O/ $he$+bo',-on3hange = fun$tion()A 4ToolTi&-set(t"le9#o&e#t"(Ote't(i>eO)(this-get.alue()) S @J B ,@)/ C KToolTi$ A)' 7%lash 48P 4ToolTi&-a$ti*ate()/ 4ToolTi&-set(t"le ( 4(t"le:o#mat )/ 4ToolTi&-set(t"le9#o&e#t" ( st"le9#o&e#t") *alue )/ UsageP 4ToolTi&-a$ti*ate()/ m"23,-1toolti& = OToolti& fo# mo*ie$li& ,O/ m"23@-1toolti& = OToolti& fo# mo*ie$li& @O/
011
K3ecord%et
This class is use to create an o!"ect to make a s:l :uery an hol the results. After a :uery is $asse to a =!ri ge= file 7covere !elow8 the result is store as an (ml file. #hen the :uery successfully com$letes, the onYuerie event function is e(ecute an returns the information as an array of recor s. 'n this e(am$le it fills a list!o( with information retrieve from the ata!ase. m"Data = new 4Re$o#d(et()/ m"Data-setData5#idge(?'ml!ue#"-&h&?)/ m"Data-!ue#"(Osele$t T f#om +oolmo*es o#de# b" nameO)/ m"Data-onUue#ied = fun$tion()A fo# (*a# i = J / i < this-#e$o#ds-length / i00 ) A listbo',-addGtem( this-#e$o#dsMiN-name ) this-#e$o#dsMiN )/ C C Ay efault, the !ri ge file is a $h$ file name (ml:uery.$h$, !ut theoretically as$ files shoul also work. The !ri ge file contains the name of the ata!ase !eing accesse as well as all essential $asswor an format information. An o$en connection to a mys:l server where ata!ase :ueries can !e irecte is re:uire . Ay efault, only select :ueries are allowe . A itional information a!out changing the :uery structure is inclu e in the sam$le !ri ge file, i.e., it shoul !e $ossi!le to use insert :ueries to a ata. -owever, since there=s no way to $rotect a swf file from !eing ecom$ile , anyone who stu ies the internet tem$ files coul i entify 7an thus attack8 the ata!ase. Aecause of this ina!ility to $rotect the co e, it is not wise to use %lash to access ata!ases with sensitive information. This is the ta!le use in this e(am$leP 3R7AT7 TA587 +oolmo*es ( id int(,J) unsigned NOT NV88 auto1in$#ement) name tin"te't NOT NV88) +m*e#sion tin"te't NOT NV88) filesi>e tin"te't NOT NV88) des$#i&tion mediumte't NOT NV88) u#ldemo tin"te't NOT NV88) u#ldownload tin"te't NOT NV88) 9RG2ARW 47W (id) ) TW97=2"G(A2/ The sam$le files 7Koolmoves.fun, etc.8 are locate in OKoolMovesO>(am$lesOCom$onentsO%lash 4OData!ase e(am$leO. K*ecor Set A)' 7%lash 48P m"Data = new 4Re$o#d(et()/ Cha$ter F6 J 'nterface Com$onents 01F
010
As mentione earlier, com$onent o!"ects are mem!ers of a moviecli$ su!class. #hen a com$onent is ?attache @ via the Sym!ol Li!rary the !ase o!"ect containing the com$onent is name in accor ance with KoolMovesE efault moviecli$ nomenclature, ie, mc+, + !eing an integer reflecting the or er of the moviecli$Es creation. 'n the Sha$es ata view to the right, mc5 contains a com!oAo(, list!o(F was a e through the Tool!o(, an sli er is another com$onent o!"ect that was manually rename to !e more escri$tive. The main ifference !etween com$onents attache via the ,U' an the Sym!ol Li!rary is that the former are initiali9e !efore !eing $lace in the movie, while the latter is initiali9e after with the mc.attachMovie78 function.
015
KoolMoves User Manual 't was mentione earlier that effects coul not !e a$$lie irectly to com$onents. -owever, effects can !e a$$lie to moviecli$s 7an thus in irectly to their contents8. Thus, movie cli$ sli er has effects availa!le while List Ao( list!o(F has no effects availa!le.
016
Symbol )ibrary
The sym!ol li!rary $rovi es an easy mechanism for reusing Movie Cli$s, Auttons an Com$onents throughout the movie. Use the Sym!ol li!rary to organi9e, track, e it an e($ort li!rary mem!ers. > its to a sym!ol are reflecte in all its instances. A itionally, movie cli$s can have a link a$$lie , either through the li!rary Link +ame !utton or the ActionScri$t attachMovie78 metho . The sym!ol li!rary is limite to movie cli$s, !uttons an com$onents. Changing a sha$e to a Sym!ol will not a it to the sym!ol li!raryS instea , convert it to a movie cli$ an $rocee from there. 'f you want to work with e(ternal images, efine the imageEs file name in the Link Li!rary an a it to the movie with the attachMovie78 metho .
012
KoolMoves User Manual Click on A to Movie to $lace the selecte sym!ol on the active frame. After closing the li!rary you can manually $osition the sym!ol as esire . Link +ames allow the ynamic use of sym!ols an the a$$lication of !ehaviors to a sym!ol 7look u$ attachMovie, u$licateMovie, Links, .!"ect.registerClass, an flash. is$lay.Aitma$Data.loa Aitma$ in an ActionScri$t manual8. As mentione in the Auttons cha$ter, !uttons can not !e accesse ynamically, so Link +ames can not !e assigne to them. The +ew !utton allows you to create a movie cli$ or !utton from scratch an save it to the Sym!ol Li!rary. These o!"ects will only e(ist in the $ro"ectEs sym!ol li!rary until they are a e to the move. #hile !oth !utton an movie cli$ sym!ols create from scratch can !e a e to a movie with the A to Movie !utton, only movie cli$ sym!ols 7or com$onents8 are a e to a movie with the attachMovie function. The > it !utton o$ens the selecte !utton or movie cli$ sym!ol for e iting. The Delete !utton removes the selecte !utton or movie cli$ sym!ol from the Sym!ol Li!rary. The Descri!e an Link +ame !uttons o$en ialog !o(es allowing you to change values in these fiel s for the selecte !utton or movie cli$ sym!ol. Click on the Usage !utton to is$lay the names an locations of all instances generate 7in authoring time8 for a given sym!ol. Dynamically create co$ies of sym!ols are not tracke in the Sym!ol Li!rary. #ith the *e$lace function a movie cli$ or !utton sym!ol $lace on the stage can !e re$lace glo!ally with another movie cli$ or !utton, res$ectively. Select an alternative from the ro$ own list of availa!le movie cli$s or !uttons in the li!rary. The re$lace function will not re$lace Xcom$leteX co$ies of the sym!ol that were create manually 7i.e., using Ctrl;C or > it L Co$y Sha$es an then $aste with Ctrl;3 or > it L )aste an the Xcom$lete co$yX o$tion selecte 8. This means that !utton co$ies create with share states will also !e re$lace when the sym!ol re$lace function is use .
Im ortin& %ymbols
To loa the sym!ol li!rary from a fun file into the current $ro"ect, $review the fun file with either the %ile L 'nsert KoolMoves Movie menu comman or the Tools Tool!ar 'm$ort Cli$ Art li!rary function. The source file oes not actually have to !e inserte S the act of $reviewing it co$ies the sym!ol li!rary into the current $ro"ectEs sym!ol li!rary. *e$eate clicking on the $review !utton will create a itional co$ies of the sym!ols in the li!rary. At this time you can=t $ick an choose which sym!ols to loa S the entire set in the source file comes over. Ae sure to give your li!rary sym!ols uni:ue names.
014
)ink )ibrary
'n the Action Scri$t > itor click on the Links !utton to o$en the Link +ames win ow. The Movie Cli$s ta! is$lays availa!le movie cli$ links create in the main gui with the Sym!ol Li!rary interface. These links are use with the mc.attachMovie78 action scri$t comman .
Un er the Soun s ta!, links to e(ternal soun files can !e create . These links can !e use with the soun .attachSoun 78 action scri$t comman an the KoolMoves Sli eshow com$onent.
Un er the 'mages ta!, links to e(ternal image files can !e create . These links can !e use with the flash. is$lay.Aitma$Data.loa Aitma$78 action scri$t comman an the KoolMoves Sli eshow com$onent. Su$$orte formats are AM), ,'%, I), an )+,.
01C
01D
A 9 9 9 9 9 9
endices
endi, 9 Kno8n Issues and Error Messa$es endi, ? KoolMoves >eference Tables endi, C Pro$rammin$ : Codin$ 9dvice et. al. endi, ) Useful (rd Part# "oft8are endi, E Toolbar 5ibrar# 5istin$s endi, 1 1reGuentl# 9s+ed @uestions *19@-
A$$en ices
01K
A$$en ices
0F1
The $erformance of the %lash& $layer is influence !y many factors ;; the num!er of sha$es in each frame, the num!er of $oints in each frame, the egree to which trans$arency is use , security settings, etc. The $erformance of the KoolMoves internal $layer is influence !y the same factors. 'n general, KoolMoves $layer is not as efficient as the %lash& $layer, $articularly with regar to ren ering sha$es with trans$arency an !itma$ fills. The $erformance on a we! site is a ifferent issue an is influence !y ty$ical internet limitations of mo em s$ee , 'S) !ottlenecks, etc. 'f other large a$$lications are running while KoolMoves is running, KoolMoves may crash. This is ue to a lack of system or gra$hic resources. .ther causes of crashes areP !a vi eo car rivers an free *AM memory managers. *eview the Movie )references an >($ort Settings sections for more information on $arameters that affect movie $erformance.
0FF
essages Display
'f the animation oes not is$lay in the $review win ow, there are several $ossi!le reasonsP F8 /ou on=t have the %lash $lugin. Using 'nternet >($lorer !rowser, go to www.a o!e.com ownloa $age an ownloa the latest %lash $lugin. 08 /ou have "avascri$t or active< isa!le . /ou can control this in 'nternet >($lorer o$tions settings. 58 There are security settings issuesS see 'nternet >($lorer Security 'ssues !elow.
/ou can also control the 'nternet >($lorer security warning in #in ows <) S)0, !y o$ening 'nternet >($lorer an clicking on ToolsG'nternet .$tionsGA vance an searching for the Security grou$, the last one. >na!le XAllow active content to run in files on My Com$uterX. A reference to this su!"ect is htt$PGGwww.a o!e.comGcfusionGknowle ge!aseGin e(.cfmVi UtnWFK260. A more general reference is microsoft.comGtechnetG$ro technolGwin($$roGmaintainGs$0!rows.ms$(.
0F0
This a$$en i( contains useful references for the KoolMoves interface an associate A)'s.
Menu entries followe !y elli$ses 7XQX8 o$en ialog win ows. Shortcut keystrokes are shown where availa!le. %ile Co$y Sha$es Ctrl]C +ew Ctrl]+ Delete Sha$es Del .$enQ Ctrl]. )aste Sha$es Ctrl]3 Save Ctrl]S )aste Sha$es to Aeginning Save AsQ )aste Sha$es to >n >($ort Movie )aste to %ileQ
A A %lash Movie to #e! )age 7#i9ar 8Q %lash Movie to #e! )age 7>($ert8Q
As %rame Ca$turesQ Diagnose Server )ro!lemsQ >($ort SettingsQ 'm$ortQ 'nsert from Animation Li!raries #e! 'nterfacesQ Te(t >ffects Tem$latesQ Cli$ ArtQ Animate Cli$ ArtQ AuttonsQ 'nsert KoolMoves MovieQ Trace 'mage Dis$lay 'mage Clear 'mage ConfigureQ )referencesQ F Most *ecent %iles 0 Most *ecent %iles 5 Most *ecent %iles 6 Most *ecent %iles >(it > it Un o *e o Un o -istoryQ *e o -istoryQ Cut Sha$es Ctrl]M Ctrl]/ Ctrl]<
3iews Sha$e )ro$ertiesQ Ctrl]%5 ScoreGTimelineQ Ctrl]Shift%5 Movie .verview... Alt]%5 Actions an Soun s .verviewQ Ctrl]> Sym!ol Li!raryQ %FF List of Sha$esQ %K List of Key %ramesQ Ctrl]K List of ScenesQ Shift]%0 +avigation .verviewQ Tools Status Aar Sha$es SelectGMove Selection Sco$e This %rame All %rames This %rame to %irst %rame This %rame to Last %rame Select Same Color 'nvert Selection Ctrl]' -i e Selection Ctrl]';' Last Selection Ctrl]L A to Sym!ol Li!raryQ Ctrl]%FF Draw *ectangle S:uare *oun e *ectangle >lli$se Circle with Curves Circle with Line Segments 0F5
KoolMoves User Manual Star )olygon %reehan Sha$e %reehan Line )oint !y )oint )oint !y )oint, .$en Aor er Line A Te(tQ A Dynamic Te(t A 'nterface Com$onent Sli e Show Content )ane List Ao( Com!o Ao( )ush Autton Check Ao( Sli er A Autton Convert to Autton A Movie Cli$ Convert to Movie Cli$ Align Left Ctrl]Shift]L *ight Ctrl]Shift]* To$ Ctrl]Shift]T Aottom Ctrl]Shift]A -ori9ontal Center Ctrl]Shift]3ertical Center Ctrl]Shift]3 Change De$th Aring %orwar Ctrl]U$ Sen Aackwar Ctrl]Down Aring to %ront Ctrl]Shift]U$ Sen to Aack Ctrl]Shift]Down Aring %orwar SelectionQ Alt]U$ Sen Aackwar SelectionQ Alt]Down ,rou$ Ctrl], A to ,rou$ Ctrl]Alt], Ungrou$ Ctrl]Shift], Select All Ctrl]A Unselect All Ctrl]Shift]A A vance Mor$h Source )oints SelectGMove This %rame All %rames This %rame to %irst %rame This %rame to Last %rame -i e Selection A Delete A$$en to Line ,et )ositionQ Set )ositionQ Selection Area Color Selecte )oints Color Unselecte )oints >ffects Motion Scri$tQ %a eGSi9eQ S$inG*otateQ %iltersQ Alen Mo eQ Dro$ Sha owQ Transforms Areak A$art Te(t Areak into Te(t Characters Convert to a Sha$e with )oints *otateGShift ,ra ient %ill Scale ,ra ient %ill *otate 'mage %ill Shift 'mage %ill Scale 'mage %ill +umericQ Ctrl]Alt]+ Center Ctrl]Alt]C )ers$ective. Ctrl]Alt]) *otate Ctrl]Alt]* Scale Ctrl]Alt]S Slant Ctrl]Alt]T S:uish Ctrl]Alt]Y %li$ -ori9ontally Ctrl]Alt]%li$ 3ertically Ctrl]Alt]3 o *otate Left K1 *otate *ight K1o ScaleGTranslate MovieQ ScaleGTranslate Selecte Sha$esQ %rames 'ncrease Movie Length
Del
0F6
KoolMoves User Manual A Alank %ramesQ Du$licate Last %rameQ A Co$y of %rame A Co$y of %ame to >n A Alank %rame A Alank %rame to >n Delete %rame +e(t %rame )revious %rame Default TweensQ > it ActionsGSoun sQ > it Movie Cli$ %rames Movie Movie #i thG-eightQ Movie S$ee Q Aackgroun ColorQ Aackgroun 'mageQ )reloa erQ Movie De$en enciesQ S#% %ile StatisticsQ Moom .ut on Click +o Moom )an +o )an ,ri +o ,ri 4 )i(el ,ri F1 )i(el ,ri F0 )i(el ,ri FD )i(el ,ri 06 )i(el ,ri Sna$ to ,ri Show All Masking 3iew Associate Ioints Antiali9ase *en ering #ire %rame *en ering .nion SkinningQ 3iew )arent Movie -el$ -el$ To$ics 'nteractive TutorialQ Sim$le Task AssistantQ %AYQ Ti$ of the DayQ TutorialsQ >(am$lesQ )urchaseQ *egisterQ U$ ate SoftwareQ KoolMoves #e!siteQ Su$$ort %orumQ >mail UsQ A!out KoolMovesQ %5 %6
Ctrl]M
Ctrl]D
%F Ctrl]Y
)lay )lay in #e! Arowser Ctrl]S$ace Aar )lay )ortion of MovieQ )lay in Stan ;Alone )layer Ctrl]Alt]>nter Set )lay DirectoryQ Single Ste$ Ste$ %orwar L Ste$ Aackwar T .$tions *e$osition Movie %rameQ Moom Dragge *ectangle Moom 'n on Click
%0
0F2
S(ortcut /eys
T L )gU$ )gDn Ctrl]A Ctrl]Shift]A Ctrl]A Ctrl]Shift]A Ctrl]C Ctrl]Alt]C Ctrl]D Ctrl]> Ctrl], Ctrl]Alt], Ctrl]Shift], Ctrl]Ctrl]Atl]Ctrl]Shift]centers Ctrl]' Ctrl]K Ctrl]L Ctrl]Shift]L Ctrl]M Ctrl]+ Ctrl]Alt]+ Ctrl]. Ctrl]Alt]) Ctrl]Alt]Y Ctrl]Alt]* Ctrl]Shift]* Ctrl]S Single ste$ !ackwar s Single ste$ forwar s )revious %rame +e(t %rame Select all sha$es Unselect all sha$es A !lank frame Align !ottoms Co$y sha$es Center De$en encies Soun s an actions ,rou$ sha$es A to grou$ Ungrou$ sha$es -i eGunhi e sha$es %li$ hori9ontally Align on hori9ontal 'nvert selection List key frames Last selection Align left Show masking +ew file +umeric transform .$en file )ers$ective S:uish *otate Align right Save file Ctrl]Alt]S Ctrl]Alt]T Ctrl]Shift]T Ctrl]3 Ctrl]Alt]3 Ctrl]Shift]3 centers Ctrl]Down Alt]Down Ctrl]Shift]Down Ctrl]>n >sc %F %F1 %0 %5 %6 %2 %4 %C %K Ctrl]>nter Ctrl]Alt]>nter $layer Ctrl]S$ace Ctrl]U$ Alt]U$ Ctrl]Shift]U$ Del Ctrl]< Ctrl]/ Ctrl]M Scale Slant Align to$s )aste sha$es %li$ vertically Align on vertical Sen !ackwar Sen !ackwar $o$u$ Sen to !ack A frame to en Sto$ internal $layer -el$ List key frames Moom in Moom out +o 9oom A $oint Delete $oint Move $oint List sha$es )lay in internal $layer )lay in stan ;alone )lay in !rowser Aring forwar Aring forwar $o$u$ Aring to front Delete sha$es or $oints Cut sha$es *e o Un o
0F4
The values reference a!ove reflect the sli e show com$onent as intro uce with KoolMoves 2.5, an may change more $atterns are a e . %or sli eshows with a lot of em!e e images the tagge effects have relatively minor im$act, !ut for a sim$le rotating !anner with e(ternal images that nee s to loa very fast, consi er limiting your $ro"ect to untagge transition effects. There is a ifference in c$u loa !etween ifferent effects, !ut more im$ortant than whether or not the transitions.gif file is use , is the com$le(ity of the ren ering !y the flash $layer, i. e., the fancier the effect the greater the c$u loa . Ultimately, the factors with the !iggest im$act on transition effect $rocessing re:uirements are the image si9es an the movie frame rate.
J'JJJJJJJJ J'@bQJF$$J J'@bQJFe$J J'EDJ,de$J J'EDJ,dd$J J'EDJ,d$$J J'EDJ,df$J J'@DQJ,$$J J'@DQJ,f$J J'@bQJE$$J J'@bQJEf$J J'J,,Dfd$J no effe$t ba#s) ho#i>ontal T ba#s) *e#ti$al T blinds) la#ge) diagonal) leftYdown T blinds) la#ge) diagonal) leftYu& T blinds) la#ge) diagonal) #ightYdown T blinds) la#ge) diagonal) #ightYu& T blinds) la#ge) ho#i>ontal T blinds) la#ge) *e#ti$al T blinds) small) ho#i>ontal T blinds) small) *e#ti$al T $he$+e#boa#d) in T J'J,,Df$$J J'JJ,Df$@J J'JJ,Dfd@J J'JJ,Df$$J J'JJ,Dfd$J J'JJ,Dfd$E J'E,,DfdEJ J'E,,Df$EJ J'JJJJJJJR J'JJJJJJJK J'JJJJJJJb J'JJJJJJJ$ J'JJJJJJJL J'JJJJJJJa J'JJJJJJJd J'JJJJJJJQ J'Q,,Df$EJ J'Q,,DfeQJ $he$+e#boa#d) out T $i#$le in Mblo$+ st"leN T $i#$le out Mblo$+ st"leN T $i#$les) in T $i#$les) out T $i#$les) #otating in T $laws) $losing T $laws) o&ening T $o*e# down $o*e# left $o*e# leftYdown $o*e# leftYu& $o*e# #ight $o*e# #ightYdown $o*e# #ightYu& $o*e# u& $u#*es down T $u#*es left T
0FC
0FD
0FK
001
-ctionScripting
KoolMoves $rovi es u$ to %lash D ActionScri$ting ca$a!ility 7!ut not AS08. A large fraction of the $ossi!le %lash 2, 4, C an D o$erators an comman s are su$$orte at this time. 't is very im$ortant to note that %lash C an D are case sensitive 7e.g. gotoan $lay will not work when e($orte as %lash C or %lash D8. Some %lash 6 synta( is not su$$orte . The only vali target synta( is the ot synta(. %or e(am$le, %lash 6 synta( Wlevel1Pcli$ an Wlevel1Gcli$ shoul !e re$resente as Wlevel1.cli$. There are a num!er of ActionScri$t e(am$les in the >(am$les fol er. actionscri$t.tool!o(.com, www.actionscri$ts.org, an htt$PGGwww.a o!e.comGsu$$ortGflashGactionWscri$ts.html are goo sources of information. Definitive ,ui e to ActionScri$t !y Colin Moock is one of the !est !ooks on the su!"ect. Another a$$roach is to learn IavaScri$t !ecause %lash ActionScri$t is !asically IavaScri$t. This is a goo gui e to IavaScri$tP www.oreillynet.comG$u!GaG"avascri$tG011FGZ01F0G1CGaction.html +ote that if you use gotoAn )lay or gotoAn Sto$ actions an if you use a KoolMoves= )reloa er, 0 frames are automatically a e !y KoolMoves at the !eginning of the movie. Also note that in gotoAn )lay, the first frame of the movie is F not 1. 't is less error $rone to name frames an use frame names in goto actions rather than frame num!ers. Sto$ movie action shoul not !e $lace on the first frame. 'n fact there is error checking to $revent this. A sto$ action on the first frame is often ignore !y the %lash $layer. #ith %lash 4, ynamic te(t has !oth an instance an a varia!le name in the %lash authoring tool. .!"ect attri!utes like =te(t= an =W(= are associate with the instance name which in KoolMoves is the name of the o!"ect, e.g., t(tF. The varia!le name is use for !ackwar com$ati!ility for assignment statements such as U XhelloX. The KoolMoves interface su$$orts an instance name an a varia!le name. The varia!le name can !e set in the o!"ect )ro$erties win ow. Ay efault, it is the instance name $lus XvarX. %or e(am$le, if the name of a ynamic te(t o!"ect is t(tF, when e($orte as %lash 4GCGD the varia!le name is t(tFvar an the instance name is t(tF. %or a %lash 6 an 2 e($orte ynamic te(t o!"ect name t(tF, the varia!le name is still t(tF. These statements are vali for %lash 4GCGD e($ortP t(tFvar U XhelloXS t(tF.te(t U XhelloXS t(tF.W( U 011S These statements are vali for %lash 6G2 e($ortP t(tF U XhelloXS t(tF.W( U 011S
00F
-ccessing Databases
To access a ata!ase using AS), see www.haneng.comGlessonsW0F.as$. To access a ata!ase using )-), see www.$h$!uil er.comGcolumnsGsi arth0111100D.$h$5 an www. ata!ase"ournal.comGfeaturesGmsaccessGarticle.$h$GF61201F. Another reference is www.mys:l.comG$ro uctsGmys:lGin e(.html.
-dding "las(
o!ies to $o+er$oint
ing %lash $resentations to )ower)oint.
/ou can get a free tool from Microsoft at www.glo!f(.comG$ro uctsGswf$ointG that a s a %lash movie to a )ower)oint $resentation. Also see www.itg.uiuc.e uGhel$GflashWtoW$$tG. Alternatively, you can a it manually. The first thing you will nee to o is have the control tool!o( visi!le if you on=t alrea y. Select 3iew L Tool!ar L Control tool!o(. +e(t you select the More Controls !utton 7The !utton looks like a hammer an a wrench8 you shoul get a large list of controls ; you want the Shockwave %lash .!"ect control. 7'f it is not on the list, you o not have the %lash .C< installe an you nee to install it from A o!e=s we!site.8 Then you raw where you want your movie to $lay in the )ower)oint )resentation. The Movie will look like a !ig s:uare with an < through it until you format it. *ight click on the s:uare an then change the $ro$erties. Dou!le click the Custom $ro$erty to assign the correct U*L of your movie to the )ower)oint $resentation 7remem!er U*L=s can !e local; ' suggest that you create a shortcut of your S#% an then co$y an $aste the U*L 7)ath8 from the shortcuts $ro$erties view8. Until you view the sli eshow the S#% will is$lay as a s:uare with an < through it. This will change as soon as you view the sli e show. This works on !oth )ower)oint KC an 0111.
The .html file contains a large section of IavaScri$t that !ranches to a nonflash.gif if the !rowser oes not have the %lash $layer or cannot rea IavaScri$t. The nonflash.gif is not create !y KoolMoves. /ou nee to o that. Create your own image, in gif or "$eg format, for is$lay when the %lash movie cannot $lay an change the name from nonflash.gif to whatever name you choose an change the name in the IavaScri$t file wherever it occurs. The si9e of the image is in icate ne(t to the file name. 't is not guarantee that an e($orte %lash& movie can !e im$orte into A o!e %lash& for $ur$oses of further e iting or that a movie e($orte from KoolMoves, im$orte into %lash&,
000
an then e($orte from %lash& will have the same !ehavior as the original movie e($orte from KoolMoves. The %lash $layer can only han le S#% file si9es less than 0 FG0 ; 5 MA. #hen a S#% !ecomes aroun 5 MA in si9e, it starts oing weir things. Many times it will crash the com$uter. This is e($laine here htt$PGGwww.a o!e.comGcfusionGknowle ge!aseGin e(.cfmVi UtnWF665C. 'f you want to create a movie e(cee ing this si9e, consi er using a lower :uality "$eg setting, making the soun file smaller, or !reaking the movie into $ieces an using loa movie to loa the se$arate $ieces. The -TML contains sim$le instructions 7calle $arameters8, an e(ecutes the S#% file in the area of your we! ocument where you insert the scri$t. -ere is an e(am$le of the %lash -TML scri$t that you woul nee to a to your $ageP T.AI>CT classi UXclsi PD0CCDA4>;A>4D;FFcf;K4AD;666225261111X co e!aseU Xhtt$PGGactive.macrome ia.comGflash0Gca!sGswflash.ca!aversionU6,1,1,1X 'DUsu$er #'DT-U241 ->',-TU41L T)A*AM +AM>Umovie 3ALU>UXsu$er.swfXL T)A*AM +AM>Uloo$ 3ALU>UtrueL T)A*AM +AM>U:uality 3ALU>UhighL T)A*AM +AM>U!gcolor 3ALU>Ua%%%%%%L T>MA>D srcUXsu$er.swfX loo$Utrue :ualityUhigh !gcolorUa%%%%%% #'DT-U241 ->',-TU41 T/)>UXa$$licationG(;shockwave; flashX )LU,'+S)A,>U Xhtt$PGGwww.macrome ia.comGshockwaveG ownloa G in e(.cgiV)FW)ro W3ersionUShockwave%lashXL TG.AI>CTL +otice that there are !oth .!"ect an >m!e tags. The .!"ect is for 'nternet >($lorer an the >m!e for +etsca$e. The $arameters are reference in !oth areasS an it is these $arameters which allow you to o some customi9ing of your movie. htt$PGGwww.a o!e.comGcfusionGknowle ge!aseGin e(.cfmVi UtnWF0C1F $rovi es further e($lanation of these tags an others which you can use to customi9e the is$lay of your movie. The movie $arameter references the S#% from your irectory. /ou=ll nee to u$loa the S#% file to the same irectory as your we! $age. 'f you $lace the S#% file in a ifferent irectory, then you will nee to show the $ath to that irectory in this $arameter ;; something like flashGsu$er.swf ;; assuming flash is the name of that $articular irectory or fol er. #ith the loo$ $arameter you can have the movie $lay once, or $lay continuously, !y setting it to false or true. The !gcolor $arameter can !e set to whatever he(a ecimal 7a%%%%%% format8 color you nee for your we! esign.
005
The wi th an height are not $arameters in the same sense as the others ;; !ut you can change these as well. Since the S#% file is scala!le, you can make necessary changes an the movie will smoothly resi9e to the new imensions. >ither fi(e $i(el;!ase or fle(i!le $ercentage;!ase imensioning can !e use . %i(e imensioning 7for e(am$le, wi thU511 an heightU0118 sets the si9e to the e(act $i(el imensions, "ust like you normally woul with an image. -owever, $ercentage;!ase imensioning ;; for e(am$le, wi thU21Z an heightU21Z ;; makes the S#% automatically resi9e, $ro$ortionately, to any !rowser win ow si9e without any eformations.
006
This info coul then !e use in html like thisP co eP;;;;;;;;;;;;;;;;;;;;;;;;;-ello TZUstr%irst+ameZL etc ;;;;;;;;;;;;;; More co e in 3A Scri$tP co eP;;;;;;;;;;;;;;;;;;;;;;;;;;;;TZH LA+,UA,>UX3ASC*')TX ZL TZ res$onse.e($ires U 1 ZL TZ sMail U sMail N X/ou Can )ut Anything /ou want here; 't is attache to the Ao yX N v!crlf N v!crlf sMail U sMail N v!ta! N XAnyYuestion you want answere ; X N re:uest7XAny 3aria!le you wantX8 N v!crlf Set Mailer U Server.Create.!"ect7XSMT)svg.MailerX8 Mailer.*emote-ost U Xyour mail serverX Mailer.Su!"ect U Xanything you want X Su!mitter U re:uest7X3ar you set for the sen ers nameX8 Mailer.%rom+ame U Xany name you wantX Mailer.%romA ress U Xany a ress you wantX Mailer.Ao yTe(t U sMail Mailer.A toX ZL *eci$ient Xname of who you want to sen toX, X>;Mail of $erson you want to sen
Co e in )erl co eP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; aRGusrG!inG$erl re:uire Xsu!$arseform.li!XS N)arseW%ormS fTitle U fform ata_=Title=`S fContact U fform ata_=Contact=`S fA!out U fform ata_=A!out=`S f+ews U fform ata_=+ews=`S f)ro ucts U fform ata_=)ro ucts=`S fLink U fform ata_=Link=`S
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H+ew U 7XTitleUfTitleNContactUfContactNA!outUfA!outN)ro uctsUf)ro uctsN+ewsUf+ewsNLinkU fLinkX8S o$en 7L.,, XLGhomeGforme(am$leGTe(t%ile.t(tX8 cc N>rrorMessageS $rint L., XH+ewXS close 7L.,8S $rint XContent;ty$eP te(tGhtmlOnOnXS $rint XStatusUSuccess ; /our Comments have !een u$ ate . )lease return to the main area to see the resultsXS su! >rrorMessage _ $rint XContent;ty$eP te(tGhtmlOnOnXS $rint XStatusUConnection %aile )lease Check the $ath to the te(t %ileXS e(itS `;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; That Aacken looks for the varia!les Title, Contact, A!out, +ews, )ro ucts, an Links an then writes them to a Te(t %ile calle Te(t%ile an generates a -TML )age telling you that the values were su!mitte . The Scri$t works an is customi9a!le. Ay Altering the names of the 3ars in the %irst $art of the scri$t to mach the names you gave them in the S#% you create , remem!er to change them in the H+ew line.
'T ) Coding
Ta&s in .ynamic Te=t"ields
'f a te(tfiel has !een to su$$ort -TML formatte content, either in the )ro$erties win ow or ynamically with te(t%iel .html, the te(t can contain a su!set of -TML formatting tagsP TAL, T'L, TUL, TL'L, T%.+TL, T)L, TA*L, TAL, T'M,L, TS)A+L, TTAAL an TT><T%.*MATL.
004
-udio &ditors
This is a limite listing of freeware an shareware au io e itorsP DigiDesign, a very $owerful freeware au io e itor, www. igi esign.comGflashnavGin e(.html AL%, a #A3 to M)5 enco er, www.$hilnet.u;net.com Soun format converter www. !$oweram$.com AS'A, a free wave e itor, www.geocities.comGSilicon3alleyG)latformGKFD0G Au acity, a freeware au io e itor, au acity.sourceforge.netG #in ows me ia $layer an #in ows soun recor er can !e use to create #A3 files an convert many formats to #A3. ,ol #ave, shareware f61, www.gol wave.com Au io Mulch, shareware f21, www.au iomulch.comGin e(.htm
"las( Toolset
This is an ine($ensive $ro uct 7www.flashtoolset.comG%TSGfeatures.html8 which has many useful featuresP Automailer CD !urner AS > itor %ile o$erations Create Stan alone )ro"ector an more
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00D
Web Interfaces
archi!oekF archi!oek0 !luewave !ounce !ri:ue !leu classicgri clou s esserts raw fashion !i9arre folio greenWnavi A$$en i( > J Li!rary Listings loa ing intro menusli e music $agemaster $ro!e scan 00K
we!site5 wra$$a$er
051
Email 9 Internet
Music
05F
'avi&ation !
'avi&ation )
+dds 9 Ends !
050
+dds 9 Ends )
otion Scripts
Al$ha Aars Al$ha Letters Aar Sli e 'n Alin s Alock Mask Alur Alur 0 Alur an %a e Aounce Cartwheel Clockwise Swee$ Cross Cursor #rite .n Deco e Dis$lacement Dro$ 'n >lastic >($lo e >($losion %all %orwar %alling Leaves %lames %loat to Center %low on Curve %low on Straight %low on Stretche %rame %rom a Distance ,rowing Mask Iigsaw Iigsaw Tum!le Light )ro"ection Line Dissolve Matri( Merging )arts Motion )ath F Mouse Sensitivity Mouse Trail Moving Aars Moving Mask Multi %a e Multi #i$e .$$osing Motion )articles )unch #ave *ain!ow *an om *eveal .ne !y .ne *i$$le *i$$les *ising #ater Scratchy 3i eo Shake Sha$es Sim$le #rite .n Sli e 'nG.ut Snake S$arkles S$in S$iral 'n Star!urst Swee$ing Arc Swee$ing -ighlight Ticker Ta$e Tum!le 'n Twirl .ne !y .ne Twirl 0 .ne !y .ne 3anish #rite .n with Aar Moom 'n Moom .ut
2D &ffects
Arch Ascension Astroi s Aack %li$ Aa ge Aoomerang Aullet Clockwise >lastic Disco Lights Dragon -elico$ter
055
'nterlace Ium$ .ut Left Kra9y Light Aeam .r!ital )ulse )unch Left )unch #ave
"ilter &ffects
A "ust Color Aevel Alur Dro$ Sha ow ,low ,ra ient Aevel ,ra ient ,low
9lend
+ormal Layer Multi$ly Screen
ode &ffects
Lighten Darken Difference A Su!stract 'nvert Al$ha >rase .verlay -ar light
056
:/ I canKt "ind the ans1er to my roblem here/ Where can I "ind itL
A. There is e(tensive hel$ un er -el$ in the $rogram an on the su$$ort $age of the KoolMoves we! site. Try searching the KoolMoves forum at www.flashkit.com using keywor s. 'f you i not fin an answer, $ost your :uestion on the forum. >mail su$$ortHkoolmoves.com if you still nee hel$.
:/ When I revie1 animations> the animations are missin&/ -o1 can I "i= thisL
A. Dou!le;click on win owssecurity.htm in KoolMoves G %lash -el$ fol er to rea a!out $ossi!le causes for this $ro!lem.
:/ What are the best "ormats to use 1hen im ortin& &ra hic "ilesL
A. %or or inary $icture files you can use "$g an for gra$hics with trans$arencies you can use gif an $ng files. 06 !it $ng format will give much cris$er gra$hics than gif files although it oes make the e($orte swf a !it larger.
:/ IKve tried that> I 1ant to sto my movie on #ey "rame ! but no1 it runs throu&h the 1hole movie once and then sto s on #ey "rame !/
A. %lash will often ski$ comman s $lace on the first frame of a movie. 't is !est to a of the first key frame an $ut your comman s on key frame 0. a co$y
052
:/ My movie ta#es @F minutes to load on a T! Cable,.%2 connection and then my com uter crashes/ .oes KoolMoves have a bu& that causes thisL
A. /our movie is way too !ig. Try s$litting your movie into small chunks that can loa :uickly when you nee them. %or e(am$le make a !utton that says ,o to key frame 5 an Sto$, then on key frame 5 in the Soun s an Actions .verview $ut Loa Movie mymusicF.swf.
:/ IKve made a "lash banner in KoolMoves but I 1ant to save it as an animated &i" as 1ell/ Can I save it as a &i" in KoolMovesL
A. +o, !ut if you go to %ile L>($ort, you can save your movie as frame ca$tures. /ou can then recom$ile them in an animate gif com$iler like )aint Sho$ )roGAnimator.
:/ IKd li#e to study some e=am les o" "lash movies made 1ith KoolMoves/
A. ,o to the main KoolMoves site www.koolmoves.com, su$$ort $age, where there is a list of ifferent sites with ownloa a!le e(am$les.
:/ My com uter crashed and no1 KoolMoves needs to be reloaded/ Where can I &et the ro&ramL
A. >mail su$$ortHkoolmoves.com.
:/ -o1 do I select a sha e or oints 1hen they are under another sha eL
A. Select the sha$e on to$ an then $ress CT*L - to hi e the sha$e thus revealing what is un erneath. )ress CT*L - again to un o the hi e.
054
:/ -o1 do I rename a sha e> select a sha e by name> or select a hard to &et at sha eL
A. Use the Sha$e List tool. Using this tool, you can select in ivi ual sha$es or multi$le sha$es with CT*L an S-'%T select.
:/ What do I use to re osition the movie "rame in the main editin& 1indo1L
A. Use .$tions L *e$osition Movie %rame.
:/ When I move oints on sha es that I have dra1n> the borders become detached "rom the sha es/ -o1 can I "i= thisL
A. Uncheck check!o( X>na!le .$en,L ren eringX in %ile L )references, DrawingGSelection $age.
05C
Useful %lashkit %orum Threa s. /ou might like to review the following %AY !efore $osting to the KoolMoves forum 7it e($lains a lot a!out the mechanics of $osting to a forum8P htt$PGGwww.flashkit.comG!oar Gshowthrea .$h$VtU2KK4C6 #elcome to %lash Kit %AY. A resses the followingP )osting *ules, %ooter *ules, %ooter S$ecs, Avatars an Titles, )ost Count e(ce$tion, Useful %orums, -ow to Aecome a %orum Mo erator, an Multi$le Accounts. The following %AY has a lot on soun file issue not relate to KoolMovesP htt$PGGwww.flashkit.comG!oar Gshowthrea .$h$VtU46KKF1 Soun s an Music %orum L Common Soun )ro!lems Yuestions a!out, comments on, an Gor suggeste changes to the KoolMoves %orum ,ui elinesV )lease )rivate Message 7)M8 $her!rick.
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Inde=
A
Action Scri$t... vii, FC, 0K, 50, 55, 5C, 66, 62, 45, C0, C5, D5, DC, DK, KF, K0, K2, FFK, F0F, F06, F0D, F5K, F6C, F21, F2F, F20, F25, F4F, F45, F46, F44, F4C, F4D, F4K, FCF, FC0, FC6, FC2, FC4, FKC, 012, 014, 01C, 00F Action Scri$t > itor............................. 0K, DC, F45, F46, 01C Anti;alias............................................................................51 Soun s an Actions...................................... D5, 052, 054 Drawing............................02, CD, D0, KK, F1F, F1D, FF1, 05C Drawing.................................................................................. Aor er........................................... 44, F1K, FC5, 0F6, 004 Aor er Thickness.................................................. 44, F1K %ill...................................................................44, 4C, F1K Line Thickness............................................................FF1 *esha$ing............................................. D0, FF1, F54, F22 Ta$ere Lines............................................................. FF1 Tools............................... F0, 02, F1F, F1C, F1D, FF2, F54
A
Aevel................................................................ F6K, FC2, 056 Aones......................................................F0, 0D, 51, FF6, 05C Aones...................................................................................... Dou!le.........................................................................FFC Autton42, CD, DD, K2, KK, F14, FFK, F01, F0F, F00, F05, F04, F0K, F55, FC5, FC2, FDD, FDK, 012, 014, 0F5, 0F6, 051 Co$ying.......................................................................FFK ,allery........................................................ F0K, F55, 051 -it Area...................................................................... FFK Mouse >vents..............................................................F01 .!"ect..........................................................................FFK States.........................................ii, DD, FFK, F00, F05, 051 Te(t............................................................................. F01
>
>ffects.................................................................................... 5D C6, F6K, F2K, 055 Alen Mo e............................ C0, CC, F0F, F21, 0F6, 056 Dro$ Sha ow........................................ CC, F6K, 0F6, 056 %ilter......................................CC, F0F, F62, F6K, 0F6, 056 Menu............................................................. CF, F21, F41 Motion Scri$t.............. CF, C0, C5, D4, F0K, F2K, 0F6, 055 Te(t >ffect Tem$lates.................................F0K, F60, 00K Transition......................................................................C2 >($ort Movie................................. 22, 2D, 2K, F5C, 0F5, 052 >($ort Settings...............50, 55, 6C, FCF, 0FF, 0F5, 0FC, 052
C
Center............................................... F15, F2D, 0F6, 0F4, 055 Change De$th...........................................................F15, 0F6 Cli$ Art.................................... F0K, F5F, F50, 014, 0F5, 051 Cli$ Art.................................................................................. ,allery........................................................ F0K, F5F, 051 Color.......................................................................05, 44, 4C Aackgroun ...........................................................05, 0F2 ,ra ient.................. 4D, 4K, F6K, F2C, F2D, FCC, 0F6, 056 Trans$arency.........................................05, 02, 44, 4C, 4K Comman s............................................................................. Loa Movie...............................DK, K1, KF, F02, 0FF, 054 Mor$hing................................................ C4, D0, F20, 0F6 Move............... FK, K4, F10, F16, F55, FKF, 0F5, 0F6, 0F4 +on;Linear Mor$hing...................................................D0 )aste............................................................F14, 0F5, 0F4 )rint.............................................................................F44 Te(t to Characters.......................................................F60 Te(t to Sha$es.............................................................F60 Trace 'mage........................................................ F1C, 0F5 Com$onents 50, 42, F4F, FCF, FC0, FC6, FCD, FCK, FDF, FD5, FD4, FK1, FKF, FK2, FKK, 01F, 015, 012, 0F6 Com$onents........................................................................... 'nterface........................................ 50, FC0, FCD, FK2, FKC Li:ui Style................................................................ FCC Sha e Style............................................................... FCC
%
%ile Ty$es............................................................................... A3'..................................................................... F54, 00C AM)....................................................................F52, 01C %L3.............................................................................F54 ,'%............................................06, 50, 66, F52, F5C, 01C -TML.... 05, 55, 52, 6F, 60, 2D, 2K, 4F, K1, K5, F02, F5K, F66, 0F5, 005, 004 I),..........................................................50, 66, F52, 01C M.3........................................................................... F54 M)5.........................................................4F, DD, 0FF, 00C )C<.............................................................................F52 )+,.......................................... 06, 50, 66, F52, F5C, 01C S#%..... F0, F4, 06, 50, 55, 61, 2D, 2K, CF, C6, K1, K0, K5, F02, F0D, F54, F5C, 0FF, 0F5, 0F2, 000, 005, 006, 004, 00C, 00D T'%.............................................................................. F52 #A3...............................................................50, 4F, 00C #M%...........................................................................F52 %rames.................................................................................... Key %rame..... F2, F4, FD, 66, 64, D6, DD, DK, K4, KC, F0D, 0F5, 05C *ate............................................................................... FD
,
,ra$hics............................................. K5, F52, F2K, 0F5, 00C ,ra$hics................................................................................. 'mages06, 0D, 50, 52, 61, 65, 6D, 6K, 44, 4C, 4K, KK, F1C, F52, F2D, F2K, F42, 01C, 0F5, 0F6, 0F2, 00C ,ri ...................................................................... 02, 0K, 0F2
D
Data 3iew.............................................................................. )ro$erties... 46, 42, 4C, CF, FF6, F0F, F00, F04, F5K, F61, F6F, F6D, F21, F20, F22, F2K Data 3iews...................................2F, 45, F61, F6F, F22, F2K >ffects........................................................................... D4 %rames.......................................FD, FK, 04, 66, 64, 6C, KC Movie .verview............... FK, K2, K4, F2F, F4C, F4D, 0F5 Scenes............................................................. FK, KC, 0F5 Score............................. FC, 64, CF, D5, D2, F06, F4C, 0F5 Sha$es................................. 04, 64, K4, KC, F15, F00, 0F5
'
'm$ort...........................61, KK, F5F, F52, F54, F2K, 014, 0F5 'nterface Style.............................. F0, 02, 5K, 61, 65, 6K, 05C
M
Mask.................................................................................055 Masking..........................................................F0, 0K, CK, 0F2
'n e(
05K
Movie Cli$s.......FC, 42, CC, K2, KK, F0F, F00, F62, F6C, F6D, F6K, F2F, F20, F42, FCD, FD5, FDC, FDD, FK2, 012, 01C, 0F6, 0F2
T
Tell Target................................................................F0D, F54 Te(t........................................................................................ Dynamic............F0, 50, KF, F5K, F60, F65, F62, 0F6, 004 >ffect...............................52, 6D, F0K, F6F, F60, 0F5, 00K %onts.. 02, 0K, 6D, 4C, F0K, F5K, F61, F60, F65, FC2, FD1, FD0, FDK, FK5, FK2, FKK Letter S$acing.............................................................F61 Static..................................................... 61, F5K, F6F, F60 Te(t%iel s................................................... F5K, F65, 004 Tool!ars................................................................................. Menu..............................................viii, F6, 5K, 2F, 25, 45 Tools...viii, F0, 01, 50, 45, 4C, CF, CD, KK, F1F, F00, F0K, F5K, 014 Tutorials................................................................. K, 52, 0F2 Tutorials................................................................................. 'nteractive....................................................... 52, 54, 0F2 .nline........................................................................... 5C Tweening............................................................................F4 Tweens................................................... F4, FC, K2, 0F2, 054
.
.nion Skinning.......................................................... 51, 0F2
)
)an Canvas.........................................................................0K )ers$ective....................................................... F24, 0F6, 0F4 )rint..................................................................................F0D
*
*otate.... 4K, C4, CC, F0F, F22, F2C, F2D, F2K, 0F6, 0F4, 056, 05C
S
Scale........................... 4K, F5K, F22, F2C, F2D, F2K, 0F6, 0F4 Scenes...............................................................F2, FK, 04, KC Screen Com$onents......................................................FF, F5 Select.....F2, 54, 61, 6F, 66, 22, 24, 41, 4D, 4K, DD, F10, F16, F14, F1C, FF1, F0K, F50, F24, 012, 014, 0F5, 0F6, 0F4, 000, 054 Selecting................................. 55, 61, F1F, F10, F06, F2F Selection.... 02, 0D, DF, D5, F10, F15, F16, F12, FC5, 0F5, 0F6, 05C Sha$es. F0, F5, 61, 45, 42, 4C, 4K, CD, D0, KK, F1F, F10, F16, F14, F1D, F1K, FF1, FFF, FF4, F0F, F6F, F6C, F24, F2K, 015, 012, 014, 0F5, 0F6, 00C, 055, 05C Shortcuts...........................................................................0F4 Soun s.......FC, 04, 55, D5, DC, DD, DK, KF, K2, F05, F06, F0D, F45, F42, F4C, 01C, 0F5, 0F2, 0F4, 052, 054, 05D Sym!ol.. CD, CK, D2, F0F, F6C, F4F, F42, FCF, FC6, FCK, 015, 012, 014, 01C, 0F5 Sym!ol Li!rary.. D2, F42, FCF, FC6, 015, 012, 014, 01C, 0F5
U
Unselect............................................................F16, 0F6, 0F4
#
#e! 'nterface...................................................F0K, 0F5, 00K #i9ar s...................... vii, F0, 01, 52, 5D, 5K, 61, 65, 22, 0F5 Configuration..........................................................F5, 52 Sim$le Task Assistant.....................................52, 54, 0F2 Sli e Show.................................................................... 66
M
Moom...................................... 0K, CF, C2, 0F2, 0F4, 055, 056
'n e(
061