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KoolMoves

version 5.6 User Manual

KoolMoves User Manual

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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KoolMoves User Manual

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,-.................................................................................................................................%.

Cha ter % / Preferences and 0 tions......................................................................................... %(


Movie Menu............................................................................................................................................................ %( 1ile 2 Preferences................................................................................................................................................... %5 0 tions Menu......................................................................................................................................................... %9 1ile 2 E, ort "ettin$s.............................................................................................................................................(%

Cha ter ( 3el 1eatures 4 Tutorials..................................................................................... (5


3el Menu...............................................................................................................................................................(5 &i'ard Interface "t#le *a+a &i'ard Mode-........................................................................................................ (9 3el in 0ther 5an$ua$es.......................................................................................................................................69

Part II Menu Toolbar 4 Menu Commands........................................................................... 5! Cha ter 6 1ile 0 erations........................................................................................................5(


1ile 2 7e8 *Ctrl/7-.................................................................................................................................................5( 1ile 2 0 en *Ctrl/0-...............................................................................................................................................5( 1ile 2 "ave *Ctrl/"-.................................................................................................................................................5( 1ile 2 "ave 9s..........................................................................................................................................................5( 1ile 2 E, ort Menu : E, ort Icon.........................................................................................................................56 1ile 2 Insert KoolMoves Movie............................................................................................................................. 6. &or+in$ 8ith &ebsite Editin$ Tools................................................................................................................... 6! MI)I "ound 1iles................................................................................................................................................... 6!

Cha ter 5 )ata ;ie8s...............................................................................................................6(


!- Pro erties )ata ;ie8 *Ctrl/1(-........................................................................................................................ 66 %- "core:Timeline )ata ;ie8 *"hift/1(-............................................................................................................... <( (- Movie 0vervie8 *9lt/1(-...................................................................................................................................95 6- 9ctions and "ounds )ata ;ie8 *Ctrl/E-.......................................................................................................... 95 5- 5ist of "ha es *19-............................................................................................................................................. 96 6- 5ist of 1rames *Ctrl/K-..................................................................................................................................... 9= 0ther ;ie8s............................................................................................................................................................ 9=

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-.............................................................................. !!<

Cha ter = ?uttons................................................................................................................... !!9


Creatin$ ?uttons.................................................................................................................................................. !%! &or+in$ 8ith ?uttons..........................................................................................................................................!%%

iii

KoolMoves User Manual Cha ter < Toolbo, 5ibraries................................................................................................. !%9


&eb Interfaces......................................................................................................................................................!%9 Te,t Effects Tem lates.........................................................................................................................................!%9 Cli 9rt..................................................................................................................................................................!(! 9nimated Cli 9rt................................................................................................................................................!(% ?utton Aaller#...................................................................................................................................................... !((

Cha ter 9 Im ortin$ Ima$es..................................................................................................!(5


"tatic Ima$es *?MPsB AI1sB CPAsB PCDsB P7AsB and TI1s-............................................................................!(5 ;ector Ara hics....................................................................................................................................................!(5 "&1 1lash Movie................................................................................................................................................. !(6 1lash 5ive ;ideo................................................................................................................................................... !(6 9nimated AI1s *&or+ 9round-......................................................................................................................... !(=

Cha ter !. / Te,t....................................................................................................................... !(9


"tatic Te,t............................................................................................................................................................. !(9 )#namic Te,t........................................................................................................................................................!6%

Cha ter !! / Movie Cli s.......................................................................................................... !6=


Creatin$ Movie Cli s........................................................................................................................................... !6= Movie Cli Timeline.............................................................................................................................................!6< Movie Cli Pro erties )ata ;ie8....................................................................................................................... !6<

Cha ter !% Transforms 4 Effects......................................................................................... !55


Toolbo, Transforms.............................................................................................................................................!55 Transforms Menu *other commands-................................................................................................................ !56 Toolbo, Effects..................................................................................................................................................... !59 Creatin$ Eour 08n Transition...........................................................................................................................!59

Part I; 9dvanced:9dditional 1eatures................................................................................ !6! Cha ter !( / 9ction "cri tin$...................................................................................................!6(


0 enin$ the 9ction "cri t Editor *9"E-for the first time............................................................................... !6( The 9ction "cri t Editor *9"E-..........................................................................................................................!66 Editin$ 9ction"cri t code....................................................................................................................................!6= Unim lemented 9ction"cri t..............................................................................................................................!69

Cha ter !6 KoolMoves Com onents.................................................................................... !=!


9 lication Pro$rammin$ Interfaces *9PIs-.....................................................................................................!=! Interface Com onents in the Toolbo,................................................................................................................ !=% Interface Com onents not in the Tool?o,......................................................................................................... !95 7on/Interface Com onents................................................................................................................................. !9= Usin$ the "#mbol 5ibrar# to add Com onents................................................................................................. %.(

Cha ter !5 "#mbol and 5in+ 5ibrar#.................................................................................. %.5


"#mbol 5ibrar#.................................................................................................................................................... %.5 5in+ 5ibrar#......................................................................................................................................................... %.=

9 9

endices..................................................................................................................................%.9 endi, 9 Kno8n Issues and Error Messa$es..................................................................%!!


E,ceeded "&1 ?uffer "i'e.................................................................................................................................. %!! "&1 Too ?i$.........................................................................................................................................................%!! 9nimation 7ot )is la#in$ or &arnin$ Messa$es )is la# .............................................................................. %!% Internet E, lorer "ecurit# Issues ...................................................................................................................... %!%

endi, ? KoolMoves >eference Tables........................................................................... %!(


Menu "tructure.................................................................................................................................................... %!( "hortcut Ke#s........................................................................................................................................................%!6 "lide "ho8 Transition I) Table..........................................................................................................................%!=

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KoolMoves User Manual 9 endi, C Pro$rammin$ : Codin$ 9dvice et.al................................................................ %%!


9ction"cri tin$.....................................................................................................................................................%%! 9ccessin$ )atabases.............................................................................................................................................%%% 9ddin$ 1lash Movies to Po8erPoint.................................................................................................................. %%% Ti s on 9ddin$ 1lash Movies to &eb Pa$es......................................................................................................%%% ?ac+end Code "ources and "am les............................................................................................................... %%6 3TM5 Codin$...................................................................................................................................................... %%6

endi, ) Useful (rd Part# "oft8are................................................................................ %%=


9udio Editors........................................................................................................................................................%%= Convertin$ "&1 to 9;I...................................................................................................................................... %%= 1lash Toolset ........................................................................................................................................................ %%= ;ector Ara hics 9 lications............................................................................................................................. %%= E,e : ProFector Creation...................................................................................................................................... %%<

endi, E Toolbar 5ibrar# : Effect 5istin$s..................................................................... %%9


Te,t Effect Tem lates.......................................................................................................................................... %%9 &eb Interfaces......................................................................................................................................................%%9 Cli 9rt Aaller# Cate$ories *1olders-................................................................................................................%(. 9nimated Cli 9rt................................................................................................................................................%(. ?utton Aaller# Cate$ories *1olders-.................................................................................................................. %(. Motion "cri ts...................................................................................................................................................... %(( () Effects.............................................................................................................................................................. %(( 1ilter Effects..........................................................................................................................................................%(6 ?lend Mode Effects.............................................................................................................................................. %(6

9 endi, 1 1reGuentl# 9s+ed @uestions *19@-.................................................................%(5 Inde,............................................................................................................................................%(9

KoolMoves User Manual

vi

KoolMoves User Manual

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

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KoolMoves User Manual

About This Manual


This version of the manual has !een com$ose an ty$eset in #in ows& #or B, an e($orte to the A o!e& )orta!le Data %ile 7)D%B8 format. The inconsistent use of Ca$itali9ation with to$ic names is intentional an is one to control the to$ic inci ence in the manualEs in e(. The organi9ation of the manual is !ase loosely on the layout of KoolMoves ,ra$hical User 'nterface 7,U'8, as escri!e in Cha$ter F. )art ' of the manual focuses on the overall a$$earance of the interface an the -el$ function, )art '' on the Tools Tool!ar an relate visual element functionality, an )art ''' on the Menu Tool!ar an miscellaneous menu actions not covere elsewhere. )art '3 has !rief intro uctions to a vance features while the A$$en ices contains reference information useful for trou!leshooting, using KoolMoves= features an e($an ing the user=s ca$a!ilities.

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

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KoolMoves User Manual

Part I KoolMoves Environment


Cha ter ! KoolMoves User Interface Cha ter % Preferences and 0 tions Cha ter ( / 3el 1eatures 4 Tutorials

)art ' J KoolMoves >nvironment

KoolMoves User Manual

)art ' J KoolMoves >nvironment

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KoolMoves User Manual

Cha ter ! KoolMoves User Inter"ace


This cha$ter covers the KoolMoves user interface. %ollowing the $rinci$les of sim$licity, usefulness an fle(i!ility, the screen layout is highly customi9a!le, incor$orates many shortcuts, an continuously is$lays information concerning the current action. Many of the tools !riefly a resse in this cha$ter will !e covere in e$th later in the manual. Aut first we will look at a cou$le tools that will hel$ customi9e the interface to your uni:ue re:uirements.

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 .

Menu Tool!ar Menu Aar Stage Canvas

,U' Styles

Tools Tool!ar

Status Aar

+avigation Aar

KoolMoves 'nterface

Cha$ter F J KoolMoves User 'nterface

FF

KoolMoves User Manual

User Interface Style Settings


KoolMoves has four user interface styles availa!le. /ou can select the a$$ro$riate interface on the Screen an also in %ile L )references L 3iew. KoolMoves will etermine the a$$ro$riate Tools Tool!ar !ase on the user interface style selecte .

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

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

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.

Screen Component Descriptions


Wor# Area$ Canvas and %ta&e
Canvas ; Sha$es, te(t an other visual elements are $lace or create here. Also locate on the Canvas with the visual elements is the Stage. To navigate over the rawing area, $articularly in the case of 9ooming, use the )an Movie tool. The Tool!o( an other KoolMoves interactive elements 7 ialog !o(es, ata views, an $review win ows8 float over the Canvas an can !e re$ositione as esire with a sim$le left;click an rag. Stage ; The white section of the Canvas. The Stage re$resents the runtime is$lay area G the $hysical imensions of the movie. >ach frame can start with a co$y of the stage from a $revious %rame, or start with a !lank Stage like a fresh canvas. Aoun ing Ao(es J Use to is$lay the height an wi th of a visual element, !oun ing !o(es have color co e corners to in icate the ty$e of o!"ect !eing is$laye 7!lue for !uttons, green for movie cli$s, an $ink for im$orte swfs an flvs8. ,reen ashes in icate effects have !een a$$lie to the o!"ect.

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

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

)an Movie Menu Tool!ar

Magnification

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

'avi&ation and %tatus (ars


+avigation Aar J Locate near the !ottom of the screen, these tools allow you to navigate, create an elete Key %rames an Scenes. /ou can also use the )ageU$ an )ageDown keys to move to $revious an ne(t %rames, res$ectively. %rames an Scenes are iscusse further !elow. Status Aar J This conte(t sensitive is$lay has information on the current toolEs $osition an a selecte sha$eEs $hysical imensions an location on the Stage. The location an imension units are $i(elsG$ts. )lay Movie N S#% stats. Active Key %rame N >la$se Time. Key %rame scroll !ar. A GDelete %rame %rame Duration Select, > it, A , *ename Scene

Mouse $ointer location.

SelectionEs to$ left an !ottom right coor inates

SelectionEs imensions.

*esi9e rag $oint.

+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.

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

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.

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

!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 .

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

/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 .

Cha$ter F J KoolMoves User 'nterface

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.

Cha$ter F J KoolMoves User 'nterface

FK

KoolMoves User Manual

Tools Toolbar (aka Toolbox)


A collection of icons for fre:uently use o!"ect creation an e iting toolsS toggle tool!o( is$lay with 3iews L Tools. The full set of tools is availa!le in the A vance an Cartooning interface, while the Aasic interface has a re uce set of tools. +o tools are availa!le in the #i9ar user interface. The tools are covere in )art ''' of the manual.

Aasic 'nterface Tools Tool!ar

A vance an Cartooning 'nterface Tool!ar

Cha$ter F J KoolMoves User 'nterface

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.

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

Cha$ter F J KoolMoves User 'nterface

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KoolMoves User Manual

Cha ter ) * Pre"erences and + tions


#ithin KoolMoves you can customi9e the work environment as well as alter certain settings that affect the a$$earance an $erformance of the movie !oth in the author;time environment as well as in the %lash& )layer. )arameters that e(clusively $ertain to the swf out$ut file are covere in the >($ort Setting section.

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.

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(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.

%WF File %tatistics/


The %ile Statistics win ow summari9es the ynamic factors that affect movie $erformance. As a iagnostic tool, this screen allows you to :uickly i entify $erformance killing movie elements. A itionally, it has shortcut !uttons to o$en the )reloa er an 3ersion ialog win ows.

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"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

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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.

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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.

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Audio Editors Pre"erences$


/ou can assign u$ to 4 au io e itors that can assist you in viewing an e iting soun for frames an !uttons. /ou o this !y $ressing the A !utton. A $o$u$ will !e is$laye . )ress the !rowse !utton i entifie !y 5 ots an select the .e(e corres$on ing to an au io e itor. 'n the course of a ing soun s to frames an !uttons, you can $ress the > it Soun !utton an a menu will a$$ear with the soun e itors you assigne . Selection of a soun e itor from the menu will invoke that e itor. See the Au io > itors entry in A$$en i( D for a iscussion of recommen e freeware an shareware au io e itors.

Ima&e Editors Pre"erences$


/ou can assign u$ to 4 image e itors that can assist you in viewing an e iting images. /ou o this !y $ressing the A !utton. A $o$u$ will !e is$laye . )ress the !rowse !utton i entifie !y 5 ots an select the .e(e corres$on ing to an image e itor. The image e itors are accessi!le through the $aint!rush icon on the 'mage %ill $age of the fill $o$u$.

(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.

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%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.

3e osition Movie Frame


Click an rag cursor on canvas to $ermanently re$osition it. As o$$ose to the )an comman , screen refreshes will not change the location of the stage after a *e$osition.

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 .

%ho1 All Mas#in& 5Ctrl*M6


Toggles is$lay of masking in author time environment.

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0ie1 Associated 7oints


See the Aones entry in Cha$ter 4 for a iscussion of sha$e "oints.

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.

Wire Frame 3enderin&


Use this to turn off all a$$earance settings an "ust see the outline of your sha$es.

+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.

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"ile # &xport Settings


Flash Movie 5%WF File6
>($ort Settings affect how the final swf $erforms in the %lash& )layer. CPEA @ualit# A num!er can !e selecte from a low of 01 to a high of K2. A low value results in $oor image :uality !ut relatively small file si9e. This value is set in %ile L >($ort Settings an in Movie L Aackgroun 'mage. Des$ite the name, this :uality setting a$$lies e:ually to ,'%, )+,, an other ty$es of im$orte images as well as I),s. "ound Com ression The %lash file format $rovi es ifferent levels of soun com$ression for #A3 files e($resse as the num!er of !its 70 ; 28 use to com$ress F4 !it soun where 0 !its $rovi e the lowest :uality an 2 the highest. 1lash ;ersion KoolMoves will automatically select the minimum %lash )layer version that accommo ates the functionality in the animation an action scri$ting, ranging from %lash 4 to D. Click on the *eason !utton to see what element of the movie influence the ecision. >esource 5oadin$ Ay efault, KoolMoves e($orts all images an soun s to the !eginning of the main movie or the movie cli$ which references those images an soun s. /ou may want to change this so they loa as nee e rather than at the !eginning. The first metho causes a elay in starting the movieS the secon metho can cause "erkiness as the movie $lays. Com ression %lash 4GCGD movies can !e Mli! com$resse in or er to make them much smaller 7a!out a factor of 0 on average8. The isa vantage is that the movie will a$$ear !lank if the %lash $layer is version 2 or lower. Default value is on starting with KoolMoves 2.1. )#namic Te,t /ou can ignore the !ackwar com$ati!ility o$tion unless your movie is e($orte as %lash 4GCGD. %lash 4GCGD han les ynamic te(t ifferently than %lash 6G2 !ecause of the intro uction of action scri$t te(t fiel s. 'n %lash 6G2, the varia!le name was the o!"ect name !ut in %lash 4GCGD an instance name was also a e . So, t(tF U XhelloX works for a swf e($orte as %lash 6G2 !ut not for a swf e($orte as %lash 4GCGD unless this check !o( is checke . Interface Com onents There are currently a total of C com$onentsP scroll $ane, list !o(, check !o(, $ush !utton, scroll !ar, ata!ase :uery o!"ect, an tool ti$S they can !e a e through the Tools Tool!ar or through ActionScri$t 7see Com$onents section in >(am$les fol er for ActionScri$t e(am$les8. There are etaile e(am$les an rea me files in the Com$onents section in the >(am$les fol er.

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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.

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Cha ter 8 -el Features 9 Tutorials


There is e(tensive conte(t sensitive hel$ availa!le for most ialog screens. Look for the hel$ icon !elow the win ow name. 'n a ition to the Configuration #i9ar covere in Cha$ter F, KoolMoves has a itional user assist ialogs 7'nteractive Tutorial, Sim$le Task Assistant8 availa!le un er the -el$ Menu, an a sim$lifie interface style 7#i9ar 8 for creating Aanners, Te(t >ffects, 'mage >ffects an Sli e Shows.

'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.

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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.

%im le Tas# Assistant


The Sim$le Task Assistant 7STA8 $rovi es menu riven assistance in com$leting mo erately ifficult tasks. Select a task an click on .K to continue. Unlike the 'nteractive Tutorial 7which illustrates how a task is one without assistance8, the STA com$resses the actions re:uire into a minimum num!er of interactive screensS after com$leting each screen, click on +e(t until the task is com$lete . This allows the new user that nee s to create a movie, an oesnEt have time to rea the manual or work with the tutorials G e(am$les, to achieve the list of availa!le tasks in the least amount of time.

FA: 5Fre;uently As#ed :uestions6


Click on this to check out the KoolMoves %AY file, or "ust check out A$$en i( % in the manual.

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.

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Ti o" the .ay


Useful stuff to know that you can learn a little !it at a time. Uncheck the ?Show ti$s on startu$@ !o( to turn this feature off.

+nline Tutorials and E=am les


www.koolmoves.comGsu$$ort.html ; a hy$erlink locate in the -el$ menu. KoolMoves users can contri!ute tutorials an e(am$les to this site. www.necromanthus.comGmain.html ; has many ActionScri$t e(am$les. www.!ri el.org ; has many ActionScri$t e(am$les. www.waterli"n.infoGkm ; has many ActionScri$t e(am$les. www.flashkit.comGtutorialsGin e(.shtml ; has a wealth of tutorials on %lash techni:ues, will re:uire some a "ustments to work with KoolMoves.

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.

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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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Wizard Interface Style (aka Wizard

ode)

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 .

#i9ar ro$ own menu.

#i9ar $rocess ste$s.

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Three %te s %etu > Create and E= ort


>ach wi9ar is esigne to hel$ the novice KoolMoves user achieve a s$ecific goal. Selecting a wi9ar from the ro$ own menu will launch that wi9ar Es Setu$ ste$. To manually launch a wi9ar , click on the Setu$ !utton. The Setu$ ste$ is uni:ue for each wi9ar . #i9ar mo e has three !uttons $rominently is$laye at the to$ center of the ,U' J Setu$, Create an >($ort. 'f you have cancele out of the Setu$ or >($ort ste$s, you can restart the gui es !y clicking on the Setu$ an >($ort !uttons. The Create ste$ e(ists for the sole $ur$ose of allowing the user to o some free form e iting. Clicking on the Create !utton o$ens the Aasic 'nterface Style Tool!o(. The Aasic Tool!o( is a stri$$e own version of the A vance an Cartoon 'nterface Style Tool!o(. These tools an interfaces are covere in e$th in other $arts of the manual. 'n escen ing or er there areP SelectGDrag tool, Li!rary interface, Static Te(t Ao( tool, 'm$ort 'mage interface, >lli$se Sha$e tool, *ectangle Sha$e tool, Sha$e >ffects tool, *esi9e effect an %ill effect. +oteP Do not change 'nterface Styles in or er to have more tool!o( o$tions unless you are willing to lose your wi9ar session settings. >($orting a movie to a we! $age involves first saving your $ro"ect to a %lash file 7S#%8, $lacing the swf file in the same irectory as the target we! $age, an a ing IavaScri$t so the movie is$lays $ro$erly on the target we! $age. Click on the >($ort !utton for a :uick ste$;!y;ste$ gui e to e($orting your $ro"ect to a we! $age. The e($ort $rocess starts !y o$ening an assessment win ow to i entify which hint files you will nee an what assistance to $rovi e. 'f you o not have an html e itor, KoolMoves will attem$t to a the a$$ro$riate IavaScri$t to your target we! $age. 'f you have one of the html e itors liste in the assessment screen 7with the e(ce$tion of %ront)age8, KoolMoves will is$lay recommen e IavaScri$t co e that you can co$y an $aste to the target we! $age. %ront)age users will !e irecte to a hint file that shows how to im$ort the movie through %ront)age. /our answers to the #e! Skills an Tools :uestionnaire are save for the uration of the sessionS you will nee to com$lete this win ow each time you move out of an !ack into the #i9ar 'nterface Style. Com$lete the form to the !est of your knowle ge an click on +e(t. Cha$ter 5 J -el$ %eatures N Tutorials 61

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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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%lide %ho1 Wi?ard


This wi9ar creates a series of key frames to hol sli e show images. The source images can !e ,'%s, I),s or )+,s an must !e $resent in a single fol er. The wi9ar :ueries for the fol er name, allows you to $ut the images in or er an then select the uration each image will is$lay. A sim$le fa e inGfa e out transition can also !e a$$lie . After the ste$;!y;ste$ $rocess en s, you might want to a $lay !uttons an a sto$ actions to the movie to give the en user control. The sli e uration can !e e ite in the List of %rames using the %rame Duration icon. 'n Ste$ F, select the fol er that contains your sli e show images. Unless you are $lanning on e($orting tween ca$tures to create an animate gif, or a ing features to the sli eshow that re:uire key frames or tweening effects, it is !est to use the ActionScri$t version. This will insert a com$onent that inclu es navigation controls, an only take u$ one Key %rame.

'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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'n Ste$ 6, set the movie imensions an !ackgroun color.

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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Te=t and Ima&e E""ects


The Te(t an 'mage >ffects wi9ar s gui e the user in a ing te(t an image o!"ects to the movie an a$$lying motion scri$t effects to the o!"ects. These effects cannot !e com!ine with regular fa e, scale, s$in, or rotate effects an a ma(imum of one effect can !e selecte . A$$lying motion scri$t to static te(t will isa!le a ro$ sha ow effect. To remove an effect, select X+o effectX in the list of effects. A motion scri$t effect relies on action scri$ting to create the effect in the %lash movie. The effect is not viewa!le in the KoolMoves e iting screen or its internal $layer, !ut can !e viewe in the $review win ow associate with the motion scri$t or in a we! !rowser. 'n the Te(t >ffects interface, F8 select font etails, 08 enter your te(t, 58 select the name of the effect from the list of effects, an 68 click on .K.

'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.

'elp in %t(er )anguages


There are a num!er of machine translate versions of hel$ in ifferent languages on the KoolMoves su$$ort $age. There is an ol version of hel$ for KoolMoves in S$anish at www.geocities.comG$ower(rvGKoolmovesGin e(.htm.

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Part II Menu Toolbar 9 Menu Commands Cha ter 6 1ile 0 erations Cha ter 5 )ata ;ie8s

)art '' J Menu Tool!ar N Menu Comman s

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Cha ter @ File + erations


'n a ition to file actions covere !y the Menu Tool!ar , this cha$ter inclu es file actions not a resse !y the KoolMoves ,U' outsi e of the menu.

"ile # *e+ (Ctrl,*)


Clears most KoolMoves !uffers an resets the KoolMoves ,U'.

"ile # %pen (Ctrl,%)


.$ens a #in ows >($lorer ty$e ialog to !rowse an o$en a .fun file.

"ile # Sa!e (Ctrl,S)


.n first save, this comman o$ens a #in ows >($lorer ty$e ialog to save current $ro"ect to a .fun file. .n su!se:uent saves, a !acku$ file is create !efore the e(isting .fun file is overwritten. The name of the !acku$ file is [!acku$.fun.

"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

enu . &xport Icon

The %ile L >($ort menu an the >($ort icon menu are very similar. The in ivi ual actions are covere !elow.

Eolas Patent Issue


'f you see a XClick to activate controlX message when mousing over a %lash movie on a we! $age, this is !ecause 'nternet >($lorer was altere in A$ril 0114 in com$liance with a $atent is$ute ruling 7>olas $atent8 han e own in 0115. A o!e %lash, YuickTime, *eal.ne )layer, Acro!at *ea er, Sun=s Iava 3irtual Machine, an #in ows Me ia )layer along with a$$lications that em!e into #e! $ages, running on #in ows <) S)0 systems, are affecte . A fi( evelo$e !y A o!e is inclu e in the co e $rovi e !y KoolMoves. This fi( re:uires that a se$arate "avascri$t file, calle ACW*unActiveContent."s, !e inclu e in the same fol er as the html file. This file can !e foun in the KoolMovesO'> Active< %i(O fol er. %t$ the .swf, .htmG.html, an ."s files to your we! server. The .swf file is !inary an the name shoul !e s$elle e(actly as you have it on your local isk. Avoi s$aces in the name !ecause s$aces are a $ro!lem for +etsca$e. %t$ is shorthan for file tranfer $rotocol which is the metho use to transfer files from your com$uter to internet file servers. There are many $rograms which are easy to use some of which are free which will $erform this transfer. 'f you on=t currently have a $rogram to ft$ files, there are many free ones to choose from at www.sna$files.comG%reewareGnetworkGfwft$.html.

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Add Flash Movie to Web Pa&e


To run a %lash movie from your we! $age involvesP 7F8 creating a swf file with KoolMoves an 708 a ing IavaScri$t co e to your we! $age which references the swf file. KoolMoves will create the IavaScri$t co e for you. Aoth the swf file an your html file with the IavaScri$t are u$loa e to your we! server. This is analogous to creating an image in an image e iting tool an a ing co e to your we! $age to is$lay this image. Look un er %ile L >($ort Movie for a num!er of ifferent a$$roaches to creating swf files an a ing the necessary co e to your we! $age. #e recommen using the #i9ar Mo e >($ort ste$ 7see Cha$ter 58 if you have any $ro!lems.

E= ort as Frame Ca tures , Ca ture Movie Frame


This function $erforms a screen ca$ture of the current key frame, all key frames, or all frames inclu ing tweens, an saves the images to se:uentially name files. The screen ca$tures are save in .!m$, ."$g, or .$ng format. Ca ture from 8eb bro8ser This o$tion allows you to ca$ture what will actually !e is$laye !y your !rowser.

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.

E= ort as %WF and 'e1 -TM2 Pa&e


KoolMoves can $rovi e you with the necessary IavaScri$t co e to call the %lash movie as one of the choices in %ile L >($ort Movie L A to >(isting #e! )age. To re$lace a gif or "$eg image in an e(isting -TML file with a %lash movie, manually re$lace the T'M, S*CUX....gifX #'DT-UX...X ->',-TUX...X A.*D>*UX1X ALTUX...XL -TML co e in your e(isting -TML file with all IavaScri$t co e that KoolMoves $rovi es starting with T.AI>CT an en ing with TG.AI>CTL !y first co$ying the T.AI>CT... co e an then $asting over the T'M, co e... /ou can use co$yG$aste e iting ca$a!ility in your we! $age e itor or in +ote$a . A wor of cautionP o not $aste IavaScri$t co e onto your we! $age using %ront)age. The co e will !e $aste into a !lock of te(t an the IavaScri$t will not run correctly. The name of the .swf file in the -TML file must !e the same as the name of the .swf file on the server. 'f your server oes not acce$t a .html e(tension, you can rename the e(tension to .htm. 't is !est not to inclu e s$aces in the name as this causes $ro!lems with +etsca$e !rowser. Aoth the .html an .swf files are ne(t sent to your we! site !y ft$. #hen you ft$ the .swf file to your we! site, make sure you sen it as a !inary file. The .html or .htm file must !e sent as ASC''. The !etter ft$ $rograms like %t$3oyager o this automatically. htt$PGGwww.$ageresource.comG$utwe!G $rovi es assistance in how to ft$ your files to your server. 'f you are having trou!le getting the movie to $lay on the internet, these ste$s are recommen e P F. 'f you ou!le;click on the .html file generate !y KoolMoves on your local isk, oes the movie $lay in your efault we! !rowser. 'f it oes, the .html an .swf files are .K. 'f it oesn=t, your !rowser may not have A o!e=s %lash $layer. ,o to the we! site associate with your !rowser or to htt$PGGwww.a o!e.comG an ownloa the $layer. 0. U$loa the KoolMoves generate .html 7as ASC''8 an .swf 7as !inary8 files to your we! site. Does the movie $lay on your we! site if you go to the KoolMoves generate we! $ageV 'f not, there is a $ro!lem in how you sent the files to your we! site. %ile L >($ort Movie L Diagnose Server )ro!lems is a small e($ert system for iagnosing these ty$es of $ro!lems.

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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.

.ia&nose %erver Problems


%ile L >($ort Movie L Diagnose Server )ro!lems is a small e($ert system for iagnosing $ro!lems associate with e($orting KoolMoves to S#% an -TML $ages.

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"ile # Insert /ool o!es

o!ie

'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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Working +it( Website &diting Tools


The Crate Dise\o #e! has tutorials for the most common we! e iting toolsP %ront)age, www.koolmoves.comGtutorialsGkmwithfront$age.$ f Cool)age, www.koolmoves.comGtutorialsGkmwithcool$age.$ f +et.!"ects %usion, www.koolmoves.comGtutorialsGkmwithfusion.$ f

IDI Sound "iles


The %lash $layer oes not irectly han le M'D' soun . /ou have to convert the M'D' file to #A3 or M)5 or synch it using other %lash $layer metho s an %S Comman s. There are several freeware M'D' conversion a$$s, for e(am$le, www.$olyhe ric.comGsoftwareGmnG. www.ti$s;tricks.comGsoun .as$ gives a tutorial on how to a M'D' soun to your -TML.

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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Cha ter A .ata 0ie1s


Data 3iews are a ma"or com$onent of the KoolMoves interfaceS they allow you to track, is$lay an e it elements 7visual elements, effects, soun s an ActionScri$t co e8 $lace in the movie at authoring time as well as organi9e the overall structure of the movie. There are si( Data 3iews, !ut they fall into three !roa categories !ase on what they o an how they workP Sha$e )ro$erties, .verviews, an Lists. Data 3iews are accessi!le through the 3iews menu as well as the Menu Tool!ar.

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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0) $roperties Data 1ie+ (Ctrl,"2)


Almost all $ro$erties for a visual element locate on the Canvas are accessi!le from the )ro$erties Data 3iew. 't is the most im$ortant of the ata views. The contentGformat of the )ro$erties #in ow is conte(t sensitiveS not only o ifferent o!"ect ty$es have ifferent $ro$erties, !ut changing a $ro$erty can change the contentGformat of the view.

)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.

This shows a sha$e that is not fille .

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.

This shows a sha$e with no !or er 7i.e., line wi th e:ual to 18.

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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

Alack Sli er Settings

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

,reen 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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Alue Sli er Settings

*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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3) Score.Timeline Data 1ie+ (S(ift,"2)


A $owerful view of the movie is o!taine through the Score Data 3iew. The Score win ow has four ta!!e views ;; Score, >ffects, Actions an Soun s, an Story!oar . >ach view $rovi es a ifferent look at what is ha$$ening in the movie timeline on a key frame !y key frame !asis, !ut there a certain common elements. Coman Auttons %rame Aar

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.

Lengthen the movie.

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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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Actions and %ounds tab


#ith the Actions an Soun s view you can $lace either customi9e $re;configure comman s or actual ActionScri$t co e on a key frame. The $reconfigure comman s $rovi e gra$hical user interfaces for the most commonly use $rogramming functions. This This view, outsi e of the Tool!ar an the Menu!ar, is the most often use screen element !y the average KoolMoves user. #hile $re;configure comman s not as efficient as $ure ActionScri$t, they allow users to create so$histicate movies without knowing ActionScri$t.

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

Set Loo$s e:ual to KKK for continuous loo$ing.

Soun fileEs uration an sam$le rate.

>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.

%tory (oard tab


The Story!oar view is$lays a thum!nail an timing information for each frame on the main timeline. See the Ca$ture Movie %rame entry in Cha$ter 6 to learn how to create screen ca$tures that can !e formatte in a wor $rocessor an $rinte out

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KoolMoves User Manual

2)

o!ie %!er!ie+ (-lt,"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

4) -ctions and Sounds Data 1ie+ (Ctrl,&)


The Actions an Soun s Data 3iew has frame actions is$laye in a vertical ta!le format. Left click on the Duration elli$sis 7?Q@8 to o$en the DurationGTween ialog, right click on the %rame an Autton events to o$en the Actions an Soun s ialog.

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KoolMoves User Manual

5) )ist of S(apes ("6)


The List of Sha$es win ow is$lays all visual elements on the active Key %rame. The or er of the elements in icates their relative $osition in the content stack 7i.e., their e$th8. Click on an o!"ectEs name to select itS click a secon time to e it the name. Use the ShiftGCtrl keys while clicking names to select multi$le o!"ects. )aste $laces the cut or co$ie o!"ect at the to$ of the stack. .!"ect is a mask .!"ect is maske .!"ect has !een selecte Move selecte o!"ect U$GDown LockGunlock selecte o!"ectGall o!"ects. Locke o!"ects can not !e move , e ite , have effects a$$lie to them or have their $ro$erties change . Cut selecte o!"ect. .!"ects from the last cut o$eration are store in a cli$!oar . The cli$!oar contents are liste in the Cli$!oar fol er in the Movie .verview Data 3iew. Delete selecte o!"ect Co$y selecte o!"ect )aste co$ie o!"ect )aste co$ie o!"ect to new .fun file. To lock a selecte sha$e from changes in $oint $osition or many other changes, click on the lock !utton in the sha$e list $o$u$. To unlock, click again. To lock or unlock all sha$es, click on the lock all !utton.

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KoolMoves User Manual

7) )ist of "rames (Ctrl,/)


The List of %rames can !e use for navigating, renaming key frames, an frame e iting 7cut, co$y, $aste, an reversing the or er of frames8. %rame selecting, renaming an same looking !uttons are analogous to actions covere in the List of Sha$es entry. )aste $laces the cut or co$ie frames !efore the currently selecte frame. *everse or er of selecte key frames Set %rame Duration 7secon s or tweens8 for selecte key frame7s8 'nteresting things to knowP KoolMoves allows you to co$y an $aste the %rame Actions associate with a %rame. Key frames without la!els are automatically renum!ere when their relative $osition is change . The secon !ullet $oint has a serious im$lication J name all key frames reference !y action scri$t co e to avoi having to reco e references to that key frame each time renum!ering occurs.

%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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KoolMoves User Manual

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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KoolMoves User Manual

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

)art ''' J Tools Tool!ar 7Tool!o(8 N Menu Comman s

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KoolMoves User Manual

)art ''' J Tools Tool!ar 7Tool!o(8 N Menu Comman s

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KoolMoves User Manual

Cha ter B .ra1in&,Editin& %ha es


Aefore getting into the rawing tools, let=s cover some items you will !e using a lot when you start rawing.

Selecting S(apes and $oints


Sha$e an $oint selection tools are locate on the to$ $art of the Tools Tool!ar. These tools are use a lot. 'n a ition to $rovi ing selection ca$a!ility, they also allow you to move sha$es an $oints. /ou can move $reviously selecte sha$es or $oints !y ragging the mouse with the left mouse !utton e$resse . .ne way to select a sha$e is !y clicking on the sha$e when the sha$e selection tool is active. 'f you click on a sha$e with the shift key e$resse , you will a to any $revious selections. Another way to select one or more sha$es is !y ragging the mouse across the sha$es totally enclosing them. 'f you rag the mouse with the shift key e$resse , you will a to any $revious selections.

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.

Cha$ter 4 J Drawing Tools an *esha$ing

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KoolMoves User Manual

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.

%elect,Move 5%ha es C %elect,Move6


SelectGMove a$$lies to sha$es, in ivi ual sha$e $oints, an other visual elements 7like te(t !o(es8 an can a$$ly over many frames. Selecte sha$es an $oints can !e move with the arrow keys. There are four ty$es of sha$e an $oint selection 7Selection Sco$e8P 7F8 The current frame only 7the most common8. 708 The entire movie. 758 All frames from the current frame to the first frame. 768 All frames from the current frame to the last frame.

%election %co e 5%ha es C %election %co e6


The a!ility to select over multi$le frames is very $owerful. %or e(am$le, if you change the color of a sha$e in the current frame an the sha$e has !een selecte over multi$le frames, the color change will !e a$$lie to each of the selections. To $revent ina vertent swee$ing changes, you are first aske if you want to change the other frames. The a!ility to change selecte sha$es an $oints over multi$le frames !ase on what you are changing in the current frame a$$lies to most of the functions in KoolMoves ;; transformations, sha$e fills, translation, etc. There is an analogous comman un er the )oints menu. Sometimes you want to e(clu e some $oints from $ossi!le selection. An easy way to o this is to select the sha$e associate with the $oints you want to select an then select the $oint selection tool. .nly the $oints associate with the $reviously selecte sha$e will !e visi!le. To hi e sha$es or $oints you can use Sha$es L -i e Selection or )oints L -i e Selection, res$ectively. Selecting Sha$es L Show Sha$es or )oints L Show Sha$es !rings the sha$es or $oints !ack. Sha$es L 'nvert or )oints L'nvert inverts the current sha$e or $oint selection.

Invert %election 5%ha es C Invert %election> Ctrl*I6


'nverts the o!"ects selecte on the stage.

-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 $revious selection. +o history is store , so it only goes !ack one ste$.

Cha$ter 4 J Drawing Tools an *esha$ing

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KoolMoves User Manual

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.

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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.

Commands covered under the %ha e Menu


SelectGMove G Selection Sco$e -i e Selection

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.

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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

Color %elected Points


There are three choices in setting the color of the selecte $oint location in icators. Default ; Light ; Dark ; Default Light Dark

Color Unselected Points


Use the color o$tion win ow to change the unselecte $oints color. Default ; Custom J

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&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.

Cut %ha es 5Ctrl*D6


Selecte o!"ects are elete from the stage an store in the cli$!oar .

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.

Paste %ha es to (e&innin&


.!"ects store in the cli$!oar are $aste to the stage on the current frame an all $rece ing frames.

Paste %ha es to End


.!"ects store in the cli$!oar are $aste to the stage on the current frame an all succee ing frames.

Paste %ha es to File<


.!"ects store in the cli$!oar are store to a .fun file.

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 .

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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.

%elect %ame Color


%ile L Select Same Color ; selects a selecte sha$e7s8. itional sha$es with the same colors as the currently

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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.

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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.

An it looks like this when you are on a !oun ary line.

Click the mouse an a $oint is a e .

#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.

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/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.

An it looks like this

when you are on a $oint.

Click the mouse an the $oint is elete .

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.

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KoolMoves User Manual Click the mouse an a curve is a e .

#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.

Another tool slants the selection.

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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.

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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 .

.ther lim!s are rawn in a similar fashion.

This is what is looks like when all the !ones are a e .

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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.

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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.

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:uestion to "las(pulse ; Comics (flas(kit t(read 772746)


clejan
Registered User Join Date: Dec 2005

' 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

-ere=s how ' woul

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.

Join Date: !o" 2002 Location: USA Posts: #$#%&

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Cha ter E (uttons


Aecause the interface is #/S'#/, 7what you see is what you get8, the !utton a$$ears in the final movie for each frame the !utton a$$ears in the e iting environment. 'n other wor s, if the !utton is missing in a frame, it will !e missing in the final movie in that frame. LetEs cover some of the facts an voca!ulary concerning !uttons. ?utton 0bFectI Auttons are a !uilt;in class of ActionScri$t. Unlike other !uilt;in classes, there is no !utton constructor, ie, !uttons have to !e ma e manually at author time. 'n other wor s, they can not !e constructe or remove $rogrammatically. To simulate ynamically create !uttons, use movie cli$s $rogramme with !utton like !ehavior. The action to !e $erforme !y a !utton, how the action is initiate an the !utton=s a$$earance is efine either through the $ro$erties ialog or $rogrammatically, after the !utton has !een create . Auttons are one of the three classes that KoolMoves can use as sym!ols 7the other two classes are movie cli$s an KoolMoves com$onents8. ?utton "tatesI A !utton can have ifferent a$$earances, reflecting whether the mouse is away from the !utton 7?U$@ state8, over the !utton 7?.ver@8, or has clicke 7or ?$resse @8 on the !utton 7?Down@8. The U$ state is create F8 when an item is change to a !utton with the Convert to Autton tool, or 08 create from scratch when the Create !utton tool is clicke on. Click on the .ver an Down state !uttons to create or e it the a$$earance an actions of the other two states. .nce a !utton e(ists an is selecte , all three states can !e accesse !y clicking on the states !utton at the to$ of the $ro$erties ialog. The .ver an Down states can have their own soun , a$$earance, animation, etc. Many effects are $ossi!le, for e(am$le, a ing a te(t o!"ect to the .ver state in a ition to the !utton image has the effect of a Screen Ti$. Ay a ing a movie cli$ to a state you have almost all the effects an features availa!le on the main timelineP a motion scri$ts an te(t effects, im$ort swf or flv movies or animate cli$ art, an so on. Co #in$ ?uttonsI The actions for a Xsym!olX !utton cannot vary from frame to frame. 'f you want a !utton=s actions to change from one frame to the ne(t, co$y an $aste the !utton in the same frame as the original !utton an then cut an $aste the co$y to the frame where you want the actions to !e ifferent. The $roce ure of $asting a !utton to the same frame as its original !reaks the link !etween the two !uttons, an allows you to have i entically a$$earing !uttons that have ifferent actions 7it also has a ifferent name8. 3it 9reaI The !utton area that is rece$tive to the mouse. The hit area is e($resse as a $ercentage of the area of the U$ state of the !utton. 'n other wor s, a 011Z hit area is twice as !ig hori9ontally an vertically as the outline of the !utton when the mouse is not over it. The .ver an Down states o not affect the sha$e or si9e of the hit area. This means that if the !utton a$$ears to have move when the mouse $ointer rolls over it, the hit area has not necessarily move 7however, if someone has em!e e the !utton in a movie cli$ $rogramme to move, all !ets are off8. Cha$ter C ; Auttons FFK

KoolMoves User Manual

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.

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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.

Convertin& an item to a (utton


To convert the selecte sha$e, sym!ol or te(t !o( 7static or ynamic8 on the Stage into a !utton, click on the Convert to Autton tool. Sha$es, sym!ols an static te(t !o(es can also !e converte to !uttons !y setting the X's a AuttonX Aehavior fiel to yes in the )ro$erties Data 3iew. .!"ects converte to !uttons are $lace in the U$ state. .nce an o!"ect !ecomes a !utton, it can not !e change !ackS the source o!"ect is remove from the stage an $lace in the new U$ State, much like when o!"ects are converte to movie cli$s.

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

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Addin& a (utton 5"rom %cratch6


Clicking the A Autton tool creates an em$ty !utton an o$ens the U$ State e it screen. Analogous to creating an em$ty movie cli$, returning to the Main Movie without a ing any visual elements to the U$ State will result in a F1 $i(el !y F1 $i(el em$ty !utton !eing $lace near the center of the Stage. .nce the !utton is not selecte it will !e com$letely invisi!le, an the only evi ence of its $resence will !e its entry in the List of Sha$es ata view.

Working +it( 9uttons


Editin& %tates
#ith a !utton selecte , click on the States !utton in the )ro$erties Data 3iew to o$en the states e iting environment. The U$ state alrea y e(ists, an that is where you start. The Tools Tool!ar has !een move to the right so as not to o!struct any of the features of this win ow

Level +avigation

States +avigation

#ork Area

Current State

Crosshair an sha$e from Stage

'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.

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'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.

Addin& %ound to (utton %tates


'f you want a soun associate with the .ver State, return to the Main movie level an a the soun to the .ver Soun ta! un er the Soun fiel . 'f you want a soun associate with the Down State, a the soun to the Down Soun ta!. Setting the Loo$s value to KKK will have the soun continuously loo$. The .ver State of a !utton is activate for roll over, roll out, rag over, an rag out mouse events. The Down State of a !utton is activate for $ress an release mouse events. At this time, KoolMoves only su$$orts the )CM wav an the m$5 file ty$es. '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 conserve resources, 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 o not $lay when running your $ro"ect in KoolMoves= internal $layer.

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'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.

Addin& Actions 5Go To U326


Click on the actions fiel in the $ro$erties win ow to assign an e it the actions for the !utton. The J !utton $resents you with the $ossi!le !utton actions, most of them self;e($lanatory. >ach of these actions can res$on to one or more mouse events. #ith the e(ce$tion of Sen %orm Data, the other availa!le !utton actions are covere in etail in the Score Data 3iew L Actions an Soun s ta!. Sen %orm Data retrieves te(t from ynamic te(t o!"ects an sen s it to a U*L. Selecting ,o To U*L 7e:uivalent to the ActionScri$t getU*L78 glo!al function8 $resents us with this $o$u$. #e can select which mouse events trigger the ,o To U*L action.

%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.

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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.

Address Formats in Actions


#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 $laying the movie in %ile L )references. Loa movie loa s a movie without closing the current movie. All of the higher levels have trans$arent

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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.

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#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.

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Printin& "rom Within a Movie


The rint*- an rint9s?itma *- ActionScri$t comman s $rovi e the ca$a!ility to $rint frames from within a movie. The $rint78 function will sen vectors to )ostScri$t $rinters an rasters to non;)ostScri$t $rinters. $rintAsAitma$78 only sen s raster information !ut su$$orts al$ha channels an color transformations. $rintAsAitma$78 is functionally i entical to $rint78. $rint 7level8 $rint 7level, XAoun ing !o(X8 $rint 7XtargetX8 $rint 7XtargetX, XAoun ing !o(X8 .$tions for the Aoun ing !o( P ; !movie 7the !oun ing !o( of a s$ecific frame8 ; !ma( 7all of the !oun ing !o(es of all the $rinta!le frames8 ; !frame 7the !oun ing !o( of each $rinta!le frame8 To limit the $rinting to s$ecific Key %rames, la!el the selecte key frames to !e $rinte as a), otherwise all frames 7inclu ing tweens8 will !e $rinte .

Tell Tar&et Actions


Tell Target is a means to communicate across multi$le timelines. Any movie can control another movie. /our movie has multi$le timelines when F. /ou create a S#% .!"ect 0. /ou loa a movie into a layer There are three !asic Tell Target functions !uilt into KoolMoves. F. Sto$ 0. )lay 5. Sto$ Soun s More will come later. These actions are locate in the A vance section of the A $o$u$ menu. Action

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.

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Cha ter F Toolbo= 2ibraries


The Tools Tool!ar Li!rary rawer allows users to work with $re;$ackage te(t effects, cli$ art, we! interfaces an !uttons. These visual elements are store in fun files, which means that you can loa these files like regular $ro"ects an e it them, !ut we recommen that you use the tool!o( to im$ort them into your $ro"ect. They can also !e im$orte into movie cli$s. #hile Auttons an Cli$ Art are a e to the current frame when im$orte , Te(t >ffect Tem$lates, Animate Cli$ Art an #e! 'nterfaces a a itional frames to your $ro"ect. A$$en i( > J Tool!ar Li!rary Listings, has a list of availa!le Motion Scri$ts, Te(t >ffect Tem$lates, #e! 'nterfaces, Cli$ Art ,allery Categories, Animate Cli$ Art an Autton ,allery Categories.

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.

Text &ffects Templates


KoolMoves $rovi es a li!rary of te(t effects tem$lates. Select Li!raries L Te(t >ffects. These are regular KoolMoves .fun files which $rovi e the layout an motion $aths for te(t effects. /ou enter your te(t an font selection an the software $erforms the te(t an font re$lacement. Select a te(t effect from the selection of te(t effects on the left. /ou can see the te(t effect in real;time on the right, su$erim$ose over the !ackgroun movie.

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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.

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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( >.

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-nimated Clip -rt


Animate Cli$ Art can !e viewe as in e$en ent animation $ro"ects, evelo$e with their own movie s$ee an tween settings. A itionally, unlike Cli$ Art, which consist of vector gra$hics store in a single frame .fun file, Animate Cli$ Art are multi;frame .fun files. #hen animate cli$ art is im$orte , the host $ro"ectEs s$ee setting a$$lies so a "ustments may !e necessaryS frame urationGtweens will !e !ase on the estination $ro"ects efault setting. 'f the animate cli$ art re:uires more frames than are availa!le at its insertion $oint, KoolMoves will a a itional frames. 't is often sim$lest to im$ort animate cli$ art into movie cli$s where they can have their own tween setting se$arate from the main timeline. Select from the names of animate cli$ art in the left list !o( an $ress A to a to your animation. To $review the entire movie, check )review All. .therwise, only the animate cli$ art will !e $reviewe . The efault irectory is OKoolMovesOAnimate Cli$ ArtO.

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.

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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.

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Cha ter G Im ortin& Ima&es


Static Images (9 $s= <I"s= >$<s= $C?s= $*<s= and TI"s)
This function, accessi!le through %ile L 'm$ort 'mage or the 'mage 'm$ort tool, creates a rectangular sha$e fille with the image file you select. The initial image sha$e an si9e is !ase on the image file, !ut the four $oints of the rectangle can !e in ivi ually move or more $oints can !e a e . Alternatively, you can create a sha$e an fill it with a !itma$ using the sha$e fill tool J the image will tile starting from the to$ left corner. Some things that are generally trueP F8 !m$s are not the most efficient formatS see if the image is availa!le in other formats, 08 gifs are smaller than $ngs an a e:uate for screen !ase $ur$oses, !ut $ngs of the same image may !e cris$er an often look !etter in $rint me ia. )ro!lem J "$eg loa s as !lank grey rectangle. This can occur with "$egs use in com$onents. Try saving the "$eg in non;$rogressive mo e or in a ifferent format !efore im$orting. )ro!lem J $ng is istorte . 'f this occurs, try saving the image as an interlace $ng !efore im$orting.

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.

Im ort and E= ort %0G


Scala!le 3ector ,ra$hics 7S3,8 is only $artially su$$orte at this time. The current im$lementation is $rimarily focuse on im$orting an e($orting outlines.

Im ortin& Cli art 5.DF> EMF> and WMF6


#M%, AutoCAD D<%, >)S, an >M% files are converte into KoolMoves sha$es with $oints when they are im$orte . There are several classes of cli$ art inclu ing !itma$ an vector. KoolMoves only su$$orts vector cli$ art in which each sha$e is efine !y !oun ary $oints an is usually fille with a uniform color. Color fill information may not im$ort with D<% files. 3ector cli$ art often has a high ensity of sha$e $oints so you are given the o$tion when you im$ort of re ucing the num!er of $oints through curve fitting, automatically $erforme !y KoolMoves. 'f etail is lost or there are wil sha$es, increase the num!er of $oints on im$orting 7i.e., ecrease the amount of $oint re uction8. +ot all cli$ art o!"ects are im$orte . %or e(am$le, te(t o!"ects are not im$orte at this time.

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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 .

"las( )i!e 1ideo


To im$ort A3', M)>,, YuickTime 7M.38 an #M3, first convert the vi eo to %lash Live3i eo 7%L38 format. /ou can fin a free enco er availa!le on the internet 7search on Xfree flv enco erX8. At this $oint you can im$ort the %L3 file with the %L3 im$ort tool or through %ile L 'm$ort %L3.

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-nimated <I"s (Work -round)


KoolMoves su$$orts im$ort of static ,'%s with an without trans$arency. 't oes not su$$ort im$ort of animate ,'%s at this time. %or trans$arent images e($orte from )hotoSho$, use 022 color )+, or ,'% 7with trans$arent color, +.T trans$arent layerR8. Use an a$$lication foun at www.segon.com to convert your animate ,'% into a S#% file. Then use im$ort swf as an o!"ect to !ring the converte gif into your KoolMoves $ro"ect. KoolMoves oes not irectly su$$ort out$ut of animate ,'%s at this time. To convert a KoolMoves create swf to an animate gif, you might try Magic Swf0,if at itinysoft.com. There are a num!er of other s$eciali9e $ro ucts for creating animate ,'%s. Ulea makes a nice $ro uct calle ,if Animator. There are also free $ro ucts. See htt$PGGms ownloa .microsoft.comGms ownloa GgifanimatorGgifsetu$.e(e, a sim$le free ,'% animator from Microsoft, an from the makers of ,ame Maker, a very easy to use game creation an evelo$ment environment, htt$PGGwww.cs.uu.nlG[markovGki sGgmakerGin e(.html. Ca$ture the KoolMoves animation as a series of screen images using %ile L >($ort Movie L Ca$ture Movie %rame an im$ort the image files into your favorite gif creation tool. #ith some of the free ,'% animators you may nee to convert the ca$ture images into ,'% format using a gra$hic e itor.

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Cha ter !H * Te=t


Te(t as is$laye in %lash can !e s$lit into two grou$sP Static an Dynamic. Static Te(t is create an formatte at authoring time an , e(ce$t for effects that can !e a$$lie to the te(t !o(, oes not change throughout the movie. Dynamic Te(t is store in ActionScri$t Te(t%iel class o!"ects, an can !e create an formatte ynamicallyS however, the KoolMoves )ro$erties Data 3iew allows you to access many of these $ro$erties in your $ro"ect without re:uiring any knowle ge of ActionScri$t. Static an Dynamic te(t o!"ects have the same !oun ing !o( markers, !ut are is$laye ifferently. Static te(t is is$laye as it will a$$ear in the e($ort movie, while with ynamic te(t only the $hysical imensions an name of the o!"ect are is$laye at authoring time on the Canvas. The Te(t tool on the Tools Tool!ar allows you to $lace te(t on the Canvas. /ou have the choice of $lacing Static te(t or Dynamic te(t. The efault choice is static. Static te(t is heavily anti; aliase in the %lash $layer an is !lurry at small ty$e si9e. This $ro!lem cannot !e controlle !y KoolMoves. %%% Com$act is a goo font for small ty$e. Dynamic te(t is lightly anti;aliase an is ren ere e(actly like te(t in -TML $ages.

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

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KoolMoves User Manual

Te=t and Font Windo1 Pro erties


%ont J .nly a TrueTy$e non;sym!ol font can !e selecte for te(t. Si9e J >nter an integer value. Si9e unit J Choose !etween )i(el or )oint si9es. %ont %ormatting J Turn Aol or 'talics on or off for entire te(t !o( contents. Scri$t J This $arameter can affect how the font $rints out. Te(t Letter S$acing ; )owerful yet sim$le way to a elegance to te(t.

Pro erties .ata 0ie1


5oo+ ype .$ens the Te(t an %ont ialog win ow. %olor Set the font color. Alignment Multi;line te(t can !e left, right, center, or full "ustifie . 'n the case of full "ustification, the last line of te(t is left aligne . +ine Spacing Set the line s$acing as a $ercentage of the natural s$acing for that $articular font ty$e an si9e. Effects See Cha$ter 2 J Data 3iews, )ro$erties Data 3iew, >ffects.

Cha$ter F1 ; Te(t

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KoolMoves User Manual ?ehavior See Cha$ter 2 J Data 3iews, )ro$erties Data 3iew, Aehavior J Sha$es.

Creatin& Iour +1n Te=t E""ect


't is easy to create your own te(t effects. The !asic $rinci$le is to create the stages of the te(t effect in a series of key frames. This e(am$le illustrates a series of letters which write on the screen starting very large an trans$arent. 'n ste$ F, the Static Te(t tool is clicke an a single letter is entere . The si9e of the letter oes not matter !ecause we are going to scale it. The letter is shown on the right. 'n ste$ 0, the letter is ma e trans$arent using the $aint !ucket tool.

'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

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KoolMoves User Manual

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.

Trans"orms C Te=t to Characters


This menu comman !reaks a$art a te(t string into a series of te(t strings for each character.

Trans"orms C Te=t to %ha es


This menu comman converts a te(t string into a sha$e with $oints. /ou woul $ro!a!ly only want to o this if you nee to a$$ly certain transformations to the te(t such as slant or $ers$ective, to mani$ulate the in ivi ual $oints of characters com$rising the te(t, or to use a !itma$ or color gra ient fill. Te(t in the form of a te(t o!"ect is very efficient !ecause the characters can !e share with other te(t strings with the same font.

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

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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.

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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

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Cha$ter F1 ; Te(t

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Cha ter !! * Movie Cli s


A Movie Cli$ is a movie within the main movie with its own canvas an timeline. Movie cli$s an the main movie have many comman s an features in common. %or e(am$le, a movie cli$ can !e $reviewe with the internal $layer the same way a movie is $reviewe . 'n o!"ect oriente $rogramming, movie cli$s are use to organi9e visual elements an soun s, while the main movie is use to organi9e movie cli$s 7among other o!"ects8. A cli$ within another cli$ is calle a neste or chil cli$S a cli$ that contains another cli$ is the host or $arent cli$. The is$lay $ro$erties of movie cli$s can !e ynamically change via ActionScri$t !y the host or root timeline7s8. Likewise, !eing movies in their own right, movie cli$s can contain frame actions an e(ecute ActionScri$t within their own timeline, in e$en ent of or coor inate with actions on the main timeline or in other cli$s. Movie cli$s can !e co$ie an $aste like sha$es, or manually a e to the Sym!ol li!rary. Cli$s can !e use to organi9e co e, contain soun files, grou$ sha$es, emulate !uttons 7!ut with more ca$a!ilities8, a !ehavior to o!"ects, an act like Layers in a Cel Animation. All these ca$a!ilities make Movie Cli$s the !uil ing !locks for a vance animations. Almost all of these ca$a!ilities re:uire a knowle ge of ActionScri$t.

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

Cha$ter FF J Movie Cli$s

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KoolMoves User Manual

o!ie Clip Timeline


Click on the %rames !utton at the to$ of the $ro$erties ialog to reveal the visual elements an frame actions of the movie cli$. #ithin its own timeline, the movie cli$ has an environment analogous to that of the main movie an has over K1Z of the same ca$a!ilities.

#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.

o!ie Clip $roperties Data 1ie+


'n Cha$ter 2, Section F8, we covere the )ro$erties Data 3iew an the $ro$erties of a sha$e. +ot sur$risingly, movie cli$s have a slightly ifferent set of $ro$erties from sim$le sha$es, !ut the ,U' has them organi9e in much the same way. #e will !e looking at the Look, >ffects an Aehavior Ta!s for a movie cli$.

Movie Cli 2oo#


This ta! is em$ty J the a$$earance of the movie cli$ is tie entirely to its contents, effects an runtime !ehavior.

Cha$ter FF J Movie Cli$s

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KoolMoves User Manual

Movie Cli E""ects


Movie Cli$s have in common with sha$es the motion scri$t, fa eGsi9e, s$inGrotate effects. An while movie cli$s may not have 5D or Dro$ Sha ow effects, these are :uite easily u$licate , an sur$asse , with the %ilters an Alen ing Mo es effects.

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.

Cha$ter FF J Movie Cli$s

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KoolMoves User Manual

?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.

Cha$ter FF J Movie Cli$s

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KoolMoves User Manual

Movie Cli (ehavior


Movie cli$s are the workhorse o!"ect of the %lash environment, an the range an sco$e of the Aehavior $ro$erties reflect their fle(i!ility in han ling a variety of roles an actions. -owever, some of the !ehavior $ro$erties like li!rary sym!ol an masking have !een covere in other sections, so we will focus on the $ro$erties uni:ue to movie cli$s. Movie Cli 9ctions Click on the Actions fiel to o$en the ActionScri$t e itor an efine onCli$>vents. These $ieces of co e travel with the movie cli$ they are attache to, an are not visi!le from the main timeline ata views. 'f your movie is com$licate an you canEt recall where some co e is locate 7which can ha$$en when you use this fiel 8, use the Movie .verview ata view to track it own. Movie Cli Parameters 'n the )ro$erties $o$u$, you can create an assign values for $arameters to the movie cli$. These $arameter assignments are e($orte in the swf to the to$ of the first frame of the movie cli$. )arameters offer the o$$ortunity for reusa!le movie cli$s that can !e customi9e !y the en user. Click on the A )arameter !utton to is$lay the availa!le $arameter ty$es. Selecting a ty$e o$ens a ialog !o(.

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.

Cha$ter FF J Movie Cli$s

F2F

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

Cha$ter FF J Movie Cli$s

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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KoolMoves User Manual

Cha$ter F0 J Transforms N >ffects

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KoolMoves User Manual

Cha ter !) Trans"orms 9 E""ects


Tool!o( >ffects are covere in Cha$ter 2, Data 3iews L )ro$erties Data 3iew L >ffects .

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.

S:uish. Click an rag a han le to selecte o!"ect in an o!long fashion.

com$ress or stretch the Ctrl]Alt]Y.

Cha$ter F0 J Transforms N >ffects

F22

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

enu (ot(er commands)

%ollowing are the Transforms Menu comman s not alrea y covere in Tool!o( Transforms.

(rea# A art Te=t


The Areak A$art Te(t comman s allow you to take static te(t an convert it into either in ivi ual characters or sha$es efine with $oints. The first ste$ is to select your static te(t o!"ect,

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.

Cha$ter F0 J Transforms N >ffects

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KoolMoves User Manual

3otate,%hi"t Gradient Fill


This comman allows you to rotate an Gor shift the gra ient fill of a sha$e.

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.

%cale Gradient Fill


This comman resi9es the gra ient fill without affecting the sha$e=s si9e. Click an han les as with the normal scale tool. rag the

Cha$ter F0 J Transforms N >ffects

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KoolMoves User Manual

3otate Ima&e Fill


Analogous to *otate ,ra ient %ill, !ut a$$lie to sha$es with image fills.

%hi"t Ima&e Fill


Analogous to Shift ,ra ient %ill, !ut a$$lie to sha$es with image fills.

%cale Ima&e Fill


Analogous to Scale ,ra ient %ill, !ut a$$lie to sha$es with image fills.

'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

Set the Anchor fiel $rior to changing the < an / fiel s.

Center 5CtrlJAltJC6
This comman moves the selecte o!"ect to the center of the stage.

3otate 2e"t GHo


This comman rotates the selecte o!"ect K1o to the left

3otate 3i&ht GHo


This comman rotates the selecte o!"ect K1o to the right

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%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.

%cale,Translate %elected %ha es<


Same as ScaleGTranslate MovieQ, e(ce$t a$$lie only to the selecte sha$es.

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

Creating @our %+n Transition


'n Cha$ter 2 while iscussing the >ffects ta!, several !uilt;in transition effects were iscusse 7reca$$e !elow8. 't is easy to create your own transitions using the tools iscusse in this an $rece ing cha$ters. The !asic $rinci$le is to create the stages of the transition in a series of key frames. This e(am$le illustrates an image that comes from the left into the movie frame as a small trans$arent image an !ecomes more o$a:ue an larger as the image moves to the center of the movie frame. 'n ste$ F, an image is im$orte using %ile L 'm$ort ,ra$hic 'mage. To start the transition, the image is ragge to the left of the movie frame. 'n ste$ 0, the image is ma e small an trans$arent using the scale an $aint !ucket tools. 'n ste$ 5, the current key frame is co$ie an a e to the en of the movie. Cha$ter F0 J Transforms N >ffects F2K

KoolMoves User Manual

'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#

)art '3 J A vance GA itional %eatures

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)art '3 J A vance GA itional %eatures

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Cha ter !8 * Action %cri tin&


The Action Scri$t > itor 7AS>8 is KoolMovesE ActionScri$t $rogramming interface.

%pening t(e -ction Script &ditor (-S&)for t(e first time


-ow the AS> is accesse will e$en on where the ActionScri$t is !eing $lace . %or e(am$le, to $lace co e on a frame in a timeline click on ?ActionScri$tQ@ in the $o$u$ menu for either the Actions an Soun s Data 3iew or the Actions an Soun s .verview win ow. F8 08 58 F8 Click on the ScoreGTimeline Menu Tool!ar icon to o$en the ScoreGTimeline Data 3iew, 08 select the Actions an Soun s ta!, 58 click on the $o$u$ menu !utton, an then b8 click on ActionScri$tQ or

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.

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T(e -ction Script &ditor (-S&)


Check synta( A$$en file contents

)rint

Un o Co$y %in

*e$lace

A co e Link +ames

Save to %ile Cut

)aste *e o

%in Again -el$

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.

Cha$ter F5 J Action Scri$t > itor 7AS>8

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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.

Cha$ter F5 J Action Scri$t > itor 7AS>8

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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.

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&diting -ctionScript code


> iting event han lers $lace irectly on !uttons or movie cli$s through the )ro$erties win ow is the same $rocess as initially creating them. -owever, e iting co e that has !een $lace on a frame iffers from the initial creation $rocess, as KoolMoves Allows for multi$le in e$en ent $ieces of co e or comman s to e(ist on the same frame. 7-owever in the sam$le screenshots !elow, there is only one $iece of co e on the %rame8. The co e to !e e ite must !e selecte !y right clicking on it an then navigating the $o$u$ win ow. There are three ways to fin the co e to e itP the Action an Soun s view in the Score win ow, the Actions an Soun s .verview win ow, an the Movie .verview win ow. The last two metho s also is$lays co e $lace irectly on !uttons an movie cli$s.

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.

Cha$ter F5 J Action Scri$t > itor 7AS>8

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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.

> it Action A Action Delete Action

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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

Cha$ter F5 J Action Scri$t > itor 7AS>8

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Cha$ter F5 J Action Scri$t > itor 7AS>8

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Cha ter !@ KoolMoves Com onents


Create !y a senior mem!er of the KoolMoves community, the com$onents in KoolMoves are $orta!le o!"ect classes written in ActionScri$t. Com$onents are use to e($an the core ca$a!ilities of the %lash language, an can a a new imension of interactivity when use in animations. Technically su!classes of movie cli$s, they are han le in largely the same way %or e(am$le, im$lementing the action associate with an 'nterface Com$onent is analogous to setting u$ a cli$ event. Likewise, many movie cli$ $ro$erties an metho s work with com$onents. The co e for the com$onents are store in li!rary files, an are automatically a e to a movie if com$onents are a e through the Tool!o(. 'f the com$onents are !eing a e ynamically through ActionScri$t co ing, you will nee to set the inclusion of the li!rary files manually. Check the a$$ro$riate !o(7es8 in >($ort Settings an the com$iler will then know to a the a$$ro$riate com$onents co e. %or e(am$le, when you movie has %lash 4 com$onents, check the X'nclu e %lash 4 action scri$t interface com$onents 7list !o(, etc.8X !o(. There is a similar !o( for %lash D com$onents.

-pplication $rogramming Interfaces (-$Is)


A)'s allow you to change a com$onent=s $arameters interactively or to initiali9e the com$onent if it has !een attache to the movie via the sym!ol li!rary. Many com$onents have a vance features that can only !e accesse through their A)'. Some of the com$onents were written in %lash 4, some were written in %lash D, an some com$onents have !oth %lash 4 an D versions. The com$onents were co e using the latest availa!le features at the time of their res$ective evelo$ment. This means thatP com$onents with two versions will have se$arate A)'s for each version, the %lash 4 an %lash D A)' escri$tions have ifferent formats, The %lash D content)ane, listAo( an com!oAo( com$onents can control vertical scrolling via a mouse wheel 7while the mouse is over the com$onent8, an the %lash D com$onents were esigne with an are availa!le in the Sym!ol Li!rary. There is no conflict !etween the %lash 4 an D versions J your movie can have com$onents of !oth versions. -owever, there are istinct ifferences in how you work with the two versions ynamically. %or e(am$le, while all com$onents can !e a e to a movie ynamically with ActionScri$t, %lash 4 com$onent A)'s have the mc.createKCom$onent function, while %lash D com$onents use the stan ar ActionScri$t mc.attachMovie function. A$$lica!le e(am$les can !e foun in OKoolMovesO>(am$lesOCom$onentsO%lash +O, where + is the flash version.

Cha$ter F6 J 'nterface Com$onents

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Interface Components in t(e Toolbox


Click an hol on the Com$onents tool to is$lay the availa!le com$onents. 'nterface com$onents allow movies to interact with users. KoolMoves has seven interface com$onents, si( of which can !e a e through the Tool!o(. >(am$le files inclu e with the KoolMoves installation $ackage 7reference earlier8 intro uce the minimal knowle ge of ActionScri$t nee e to use these com$onents. After selecting a com$onent, the mouse $ointer changes to a cross hairS click an rag to set the si9e an location of the com$onent. Most com$onents have a minimum si9e, while the check !o( efaults to F0 !y F0 $i(els 7!ut the check !o( can !e resi9e with ActionScri$t co ing8. .ther than resi9ing, moving or aligning actions, com$onents a e through the Tool!o( can not !e mani$ulate 7i.e., no sha$e transforms or effects8 at author time. The version, contents, $arameters an actions associate with these com$onents are efine in the )ro$erties win ow at author time, an most of these can !e change ynamically with ActionScri$t through the %lash 4 A)'s 7%lash D com$onents woul nee to !e recreate from scratch8. .nce a com$onent has !een si9e an $lace on the stage, o$en the )ro$erties win ow an set its $ro$erties. Some of the com$onents have two versions 7%lash 4 an D8 The %lash D version of com$onents have fewer a$$earance settings, !ut allow for !evele !or ers. Aoth versions of a com$onent can !e use in the same movie. Aelow are ty$ical com$onents as is$laye on the stage an in a we! !rowser.

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'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.

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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@.

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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.`

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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.

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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.

Ditto in the Content )ane.

The )ush Autton has only one visual com$onent, so the Li:ui style ominates.

Cha$ter F6 J 'nterface Com$onents

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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.

false U unchecke efault value

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.

Cha$ter F6 J 'nterface Com$onents

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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.

Click on the $lus !utton to a values to the list.

items an their res$ective

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.

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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.

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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 .

Cha$ter F6 J 'nterface Com$onents

FDF

KoolMoves User Manual

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.

Cha$ter F6 J 'nterface Com$onents

FD0

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.

Cha$ter F6 J 'nterface Com$onents

FD5

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.

Cha$ter F6 J 'nterface Com$onents

FD6

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 .

Cha$ter F6 J 'nterface Com$onents

FD2

KoolMoves User Manual

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.

Cha$ter F6 J 'nterface Com$onents

FD4

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(.

Cha$ter F6 J 'nterface Com$onents

FDC

KoolMoves User Manual

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)/

Cha$ter F6 J 'nterface Com$onents

FDD

KoolMoves User Manual

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 .

Cha$ter F6 J 'nterface Com$onents

FDK

KoolMoves User Manual

%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 .

Cha$ter F6 J 'nterface Com$onents

FK1

KoolMoves User Manual

%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

Cha$ter F6 J 'nterface Com$onents

FKF

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.

Cha$ter F6 J 'nterface Com$onents

FK0

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

Cha$ter F6 J 'nterface Com$onents

FK5

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.

Cha$ter F6 J 'nterface Com$onents

FK6

KoolMoves User Manual

Interface Components not in t(e Tool9ox


There are a cou$le interface com$onents that can not !e create with through the Tool!o(.

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:)/

Cha$ter F6 J 'nterface Com$onents

FK2

KoolMoves User Manual

Pro erties em!e %onts ; Analogous to te(tfiel .em!e %onts Events onSwitch78 ; >vent calle when switch is switche .

Cha$ter F6 J 'nterface Com$onents

FK4

KoolMoves User Manual

*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.

Cha$ter F6 J 'nterface Com$onents

FKC

KoolMoves User Manual

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/

Cha$ter F6 J 'nterface Com$onents

FKD

KoolMoves User Manual

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/

Cha$ter F6 J 'nterface Com$onents

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KoolMoves User Manual

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

KoolMoves User Manual m"Data-setData5#idge (filename)/ m"Data-!ue#" (sele$t!ue#")/ m"Data-onUue#ied = OnUue#ied:un$tion/

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KoolMoves User Manual

Using t(e Symbol )ibrary to add Components


All of the %lash D interface com$onents can !e a e at authoring time through the Sym!ol Li!rary. The Use column tracks how many times a $articular %lash D com$onent has !een a e to the movie at authoring time. The count inclu es com$onents a e through !oth the Sym!ol Li!rary an the Tool!o(. ListAo(es an Com!oAo(es use the same tem$late 7they iffer only in a $arameter setting8, so the num!er of !oth are com!ine in the KCD Com!oAo( count.

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.

Cha$ter F6 J 'nterface Com$onents

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.

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KoolMoves User Manual

Cha ter !A %ymbol and 2in# 2ibrary


Aefore we start iscussing the Sym!ol an Link Li!raries, let us have a !rief iscussion a!out the ActionScri$t comman s which are referre to in this cha$ter. mc.attachMovie78 is use to ynamically create an o!"ect instance !ase on a source o!"ect in the $ro"ectEs Sym!ol Li!rary. The sym!ol li!rary assigns a Link +ame to each source o!"ect, an mc.attachMovie78 uses the link to create a co$y of the o!"ect on the ?mc.@ $arent o!"ect 7in most cases ?Wroot@ which means straight on the Stage8. After efining Link +ames in the Link Li!rary to e(ternal soun files an !itma$ images, soun .!"ect.attachSoun 78 can !e use to loa soun files, an flash. is$lay.Aitma$Data.loa Aitma$78 can loa !itma$ images.

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 .

Addin& an element to the %ymbol 2ibrary


Select a movie cli$ or !utton an use Sha$es L A to Sym!ol Li!rary or Ctrl;%FF to a the element to the Sym!ol Li!rary. Then change the escri$tion from the efault value of Sym!ol + to something useful.

The %ymbol 2ibrary Inter"ace


Use 3iew L Sym!ol Li!rary or $ress %FF to o$en the Sym!ol Li!rary. #ithin the Sym!ol Li!rary is a list of all sym!ols save to the Sym!ol Li!rary, showing their escri$tion, the num!er of times they have !een manually $lace in the movie, an the Link +ame 7o$tional8 a$$lie to the sym!ol.

Cha$ter F2 J Sym!ol an Soun Li!raries

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.

Cha$ter F2 J Sym!ol an Soun Li!raries

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KoolMoves User Manual

)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 )+,.

Cha$ter F2 J Sym!ol an Soun Li!raries

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KoolMoves User Manual

Cha$ter F2 J Sym!ol an Soun Li!raries

01D

KoolMoves User Manual

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

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KoolMoves User Manual

A$$en ices

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KoolMoves User Manual

endi= A Kno1n Issues and Error Messa&es

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.

&xceeded SW" 9uffer Size


The most likely cause of this error message is that you are using a wav file that e(cee s F MA or an image that com$resses to a si9e greater than F MA. /our !est o$tions are to either convert the wav file to M)5 which oes not have a limit or to a "ust the com$ression setting for the wav file in %ile L >($ort Settings. Using F11 I)>, :uality in %ile L >($ort Settings is generally a very !a i ea. 'f you nee a F11 :uality setting, you shoul !e using gifs rather than "$egs.

SW" Too 9ig


The %lash $layer is not !uilt for $laying large files. )laying large swf movies can easily free9e a com$uter. So many ifferent $arameters can affect $erformance that A o!e 7an earlier Macrome ia8 oes not have a recommen e swf si9e for #in ows systems, though they $osit that there is an o$timal value for each systemS for the %lash 6 stan alone $layer in Mac systems, Macrome ia recommen e that swfs not e(cee 6 MA. This an other factors affecting $erformance are e($laine in htt$PGGwww.a o!e.comGcfusionGknowle ge!aseGin e(.cfmVi UtnWF665C. The %lash $layer oes have some concrete limitations that can not !e e(cee e P F4,111 frames, F4,111 loa e movies, F4,111 layers, an F4,111 sym!ol instances. ?Com!ining multi$le limits in a single %lash file woul create greater riskQ@, i.e., the %lash )layer is o$timi9e for normal circumstances, an testing the limits ?Qcan cause memory an other o$erating system issues.@ /our !est o$tions are to either re uce the si9e of the movie 7in $articular, M)5 files using $ro ucts such a ,ol #ave8 or to aisy chain swf movies together using the Loa Movie action. #ith KoolMoves 2.1 an later, you will !e warne when your swf file e:uals or e(cee s 2MA. >arlier versions of KoolMoves have the warning set at 5MA.

A$$en i( A ; Known 'ssues an >rror Messages

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KoolMoves User Manual

-nimation *ot Displaying or Warning

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.

Internet &xplorer Security Issues


#ith the intro uction of #in ows <) S)0, there have !een changes to #in ows which affect %lash animation. To avoi a security warning when a %lash animation $lays from a local file off your har isk, a s$ecial comment line can !e a e to the html file. Ay efault, KoolMoves a s the following line 7calle ?Mark of #e!@8P <XYY sa*ed f#om u#l=(JJ,D)aboutBinte#net YY This line causes the file to is$lay using the 'nternet security level rather than the Local security level, which ten s to !e more restrictive for <) S)0, in $articular in $reventing active file content 7in this case %lash movies8 from is$laying. All animation $review win ows in KoolMoves use local html files so this issue affects KoolMoves functionality. .ther o$erating systems an service $acks or security configurations may have a $ro!lem with this line. 'n any case, you can control whether the line is a e or not a e in the %ile L )references L )lay ta!.

/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$0!rows.ms$(.

A$$en i( A ; Known 'ssues an >rror Messages

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endi= ( KoolMoves 3e"erence Tables


enu Structure

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 Swf 7%lash Movie8Q


As S#% 7%lash Movie8 an -TML )ageQ

As S3, 7Scala!le 3ector ,ra$hics8Q

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

A$$en i( A J KoolMoves *eference Ta!les

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

A$$en i( A J KoolMoves *eference Ta!les

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]>n Ctrl]A )gDown )gU$ %D Ctrl]%

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

A$$en i( A J KoolMoves *eference Ta!les

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KoolMoves User Manual

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

A$$en i( A J KoolMoves *eference Ta!les

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KoolMoves User Manual

Slide S(o+ Transition ID Table


The ta!le !elow contains the Transition 'D +um!ers an their res$ective Transition +ames. )lease see the Sli e Show A)' entry in Cha$ter F6 to see how these transitions are ynamically a$$lie to sli es. Sli eshows using transition names tagge with a trailing asterisk 7X TX8 use !itma$ images store in a gif file 7transitions.gif8 an nee to have this file em!e e in the swf to a$$ly their effect. #ith swf com$ression ena!le , sli e shows that only use untagge effects a a!out F0.5KA to the swf 7not inclu ing sli e images8, while sli eshows using tagge effects 7an thus em!e ing transitions.gif8 a a!out 02KA. Click on the %lash D A vance !utton in the >($ort Settings ialog an then click on the X>($ort AinGtransitions.gif, re:uire !y most Sli e Show com$onent transitionsX check !o(, then click on .K to have these $atterns inclu e in the swf when your $ro"ect is e($orte .

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

A$$en i( A J KoolMoves *eference Ta!les

0FC

KoolMoves User Manual


J'Q,,DffQJ J'Q,,DfdEJ J'E,,Dfd@J J'E,,Df$@J J'E,,Dfd$J J'E,,DfdQJ J'E,,Df$QJ J'fbeff$JJ J'fbdff$$J J'fbeff$$J J'JJJJJJ,J J'JJJJJJ,E J'JJJJJJ,F J'JJJJJJ,R J'JJJJJJ,K J'JJJJJJ,b J'JJJJJJ,$ J'JJJJJJ,L J'JJJJJJ,a J'JJJJJJ,d J'JJJJJJ,Q J'fbdff$dJ J'fbeff$dJ J'JEJJJJ,F J'JEJJJJ,E J'EJ,DfdQJ J'EJ,DffEJ J'EJ,DfeEJ J'EJ,Df$QJ J'KDQ,d$$J J'KDQ,d$JJ J'JJ,Df$JJ J'JJ,DfdJJ J'$J,DfdJJ J'$J,DfeJJ J'$J,Dfd$J J'$J,Dfe$J J'JEJJJJJf J'JJJJJJJe J'JEJJJJJe J'JJJJJJJf J'fbfffdEJ J'fbfffdFR J'fbfffdFQ J'fbfffdJJ J'fbffffQJ J'fbffffRK $u#*es #ight T $u#*es u& T diamond in Mblo$+ st"leN T diamond out Mblo$+ st"leN T diamonds out T diamonds) na##ow) in T diamonds) na##ow) out T dissol*e Mblo$+ st"leN dissol*e) little wa*es dissol*e) &i'el fade smoothl" fade) $o*e# $lo$+wise fade) $o*e# $ounte# $lo$+wise fade) $o*e# down fade) $o*e# left fade) $o*e# leftYdown fade) $o*e# leftYu& fade) $o*e# #ight fade) $o*e# #ightYdown fade) $o*e# #ightYu& fade) $o*e# u& fade) little wa*es fade) &i'el fade) un$o*e# $lo$+wise fade) un$o*e# $ounte# $lo$+wise fli& fold down T fli& fold left T fli& fold #ight T fli& fold u& T meande# T meande# Mblo$+ st"leN T o*al in Mblo$+ st"leN T o*al out Mblo$+ st"leN T &inwheel) $lo$+wise T &inwheel) $ounte# $lo$+wise T &inwheels) $lo$+wise T &inwheels) $ounte# $lo$+wise T &ush down &ush left &ush #ight &ush u& #andom ba#s) ho#i>ontal #andom ba#s) ho#i>ontal) $o*e# down #andom ba#s) ho#i>ontal) $o*e# u& #andom ba#s) ho#i>ontal) la#ge #andom ba#s) *e#ti$al #andom ba#s) *e#ti$al) $o*e# left J'fbffffRL J'fbffffJJ J'J,FDdf$J J'J,,DfdJJ J',,F,dfJJ J'J,FDdfJJ J'J,FDddJJ J'J,,DfeJJ J',,F,deJJ J'J,FDdeJJ J'J,FDd$JJ J'J,FDde$J J'JEJJJJJD J'JEJJJJJ, J'JEJJJJJ@ J'JJJJJJJD J'JJJJJJJ, J'JJJJJJJ@ J'QDfL$JEJ J'QDfL$@QJ J'QDfD$@QJ J'$DfD$JEJ J'QDfD$JEJ J'QDfL$@QE J'$DfD$@QJ J'E,,,ddQJ J'E,,,dfEJ J'E,,,deEJ J'E,,,d$QJ J'EDQ,d$JJ J'EDQ,ddJJ J'JJJf$@QJ J'JJJf$DQJ J'JJJf$JEJ J'JJJf$,EJ J'E,,,dfJJ J'E,,,d$JJ J'E,,,ddJJ J'E,,,deJJ J'JJ,DddJJ J'JJ,Dd$JJ J'E,,,ff$J J'K,,,fd$J J'E,,,fd$J #andom ba#s) *e#ti$al) $o*e# #ight #andom ba#s) *e#ti$al) la#ge #e$tangles) in T #e$tangles) la#ge) in T #e$tangles) la#ge) in $o#ne#s T #e$tangles) la#ge) in sides T #e$tangles) la#ge) in to&;bottom T #e$tangles) la#ge) out T #e$tangles) la#ge) out $o#ne#s T #e$tangles) la#ge) out sides T #e$tangles) la#ge) out to&;bottom T #e$tangles) out T s$ale in s$ale in) ho#i>ontal s$ale in) *e#ti$al s$ale out s$ale out) ho#i>ontal s$ale out) *e#ti$al s$anlines) $#ossing ho#i>ontal T s$anlines) $#ossing *e#ti$al T s$anlines) down and ba$+ T s$anlines) left and ba$+ T s$anlines) #ight and ba$+ T s$anlines) #otating T s$anlines) u& and ba$+ T sli$e down T sli$e left T sli$e #ight T sli$e u& T sna+e in T sna+e out T s&lit ho#i>ontal in T s&lit ho#i>ontal out T s&lit *e#ti$al in T s&lit *e#ti$al out T st#i&s leftYdown T st#i&s leftYu& T st#i&s #ightYdown T st#i&s #ightYu& T sun#ise Mblo$+ st"leN T sunset Mblo$+ st"leN T t#iangles down T t#iangles left T t#iangles #ight T

A$$en i( A J KoolMoves *eference Ta!les

0FD

KoolMoves User Manual


J'K,,,ff$J J'JEJJJJJQ J'JEJJJJJL J'JEJJJJJd J'JEJJJJJa J'JEJJJJJK J'JEJJJJJ$ J'JEJJJJJb J'JEJJJJJR J'E,RDd$JJ J'E,,,f$JJ J'E,,DdeJJ J'E,,Dd$JJ J'Q,,Df$$J J'a,,,f$$J J'Q,,Dfe$J J'a,,,fe$J J'Q,,Dff$J J'Q,,,ff$J J'Q,,Dfd$J J'Q,,,fd$J t#iangles u& T un$o*e# down un$o*e# left un$o*e# leftYdown un$o*e# leftYu& un$o*e# #ight un$o*e# #ightYdown un$o*e# #ightYu& un$o*e# u& un>i& down T un>i& left T un>i& #ight T un>i& u& T wa*es down T wa*es down @ T wa*es left T wa*es left @ T wa*es #ight T wa*es #ight @ T wa*es u& T wa*es u& @ T J'EJ,DfdJJ J'EJ,Df$JJ J'QJ,Df$JJ J'QJ,DfdJJ J'JJJL$@QJ J'JJJL$,EJ J'JJJL$JEJ J'JJJL$DQJ J'EJ,,feJJ J'KJ,,feJJ J'E,,DddJJ J'E,,DdfJJ J'E,,,fdJJ J'E,RDddJJ wedge down Mblo$+ st"leN T wedge u& Mblo$+ st"leN T wheel $lo$+wise) , s&o+e Mblo$+ st"leN T wheel $ounte# $lo$+wise) , s&o+e Mblo$+ st"leN T wi&e down T wi&e left T wi&e #ight T wi&e u& T wi&e#) bottom Mblo$+ st"leN T wi&e#) to& Mblo$+ st"leN T >i& down T >i& left T >i& #ight T >i& u& T

A$$en i( A J KoolMoves *eference Ta!les

0FK

KoolMoves User Manual

A$$en i( A J KoolMoves *eference Ta!les

001

endi= C Pro&rammin& , Codin& Advice et/al/

-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

A$$en i( C J )rogramming G Co ing A vice et.al.

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.

www.flashgeek.com is evote to the su!"ect of a

/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.

Tips on -dding "las(

o!ies to Web $ages

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&,

A$$en i( C J )rogramming G Co ing A vice et.al.

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.

A$$en i( C J )rogramming G Co ing A vice et.al.

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.

9ackend Code ; Sources and Samples


Check out these we! sites for information on !ack en s. htt$PGGwww.!ignose!ir .comGlscgi.shtml htt$PGGworl wi emart.comGscri$tsG htt$PGGwww.cgi;resources.comG htt$PGGcgi.resourcein e(.comG)rogramsWan WScri$tsG The front en is easy. All you nee to o is set your U*L with the ,et or )ost values to the $ro$er U*L an thatEs it. %or C,' the U*L will more than likely en in .C,'. #hen you use get or $ost it sen s all the varia!les that have !een set. AS) co e for loa varia!lesP co eP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;TZ = initial setu$ 7recommen e 8 .$tion >($licit = %orces eclaration of varia!les *es$onse.Auffer U true = Don=t out$ut $age until scri$t finishe *es$onse.>($ires U ;F66F = Attem$t to overcoming !rowser cache $ro!s = eclare some varia!les im str%irst+ame, strLast+ame = get the info str%irst+ame U XX N re:uest.form7XfirstnameX8 strLast+ame U XX N re:uest.form7XlastnameX8 = $rocess as esire ZL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; #here XfirstnameX an XlastnameX are what the te(t fiel s are calle in KoolMoves. +o nee for first three lines, !ut they hel$. +o nee to D'M varia!les if .$tion >($licit not use . Stan ar stuff, in other wor s KoolMoves creates a .swf that sen s ata correctly, as far as AS) is concerne anyway.

A$$en i( C J )rogramming G Co ing A vice et.al.

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

A$$en i( C J )rogramming G Co ing A vice et.al.

002

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.

Addin& a (lac# (order


Use the following -TML co e to a a !lack !or er to your movieP T iv styleUX!or erP F$( soli !lackSXL TR;; movie co e here ;;L TG ivL

Usin& KoolMoves to ma#e a -TM2 %i&nature in +utloo#


See this tutorial www.koolmoves.comG"ohnieGoutlookGKoolMovesan .utlook.html.

A$$en i( C J )rogramming G Co ing A vice et.al.

004

endi= . Use"ul 8rd Party %o"t1are

-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

Con!erting SW" to -1I


There are two metho s. Metho FP use S#%03i eo, htt$PGGwww.flashants.com, or S#%0A3' 7freeware8, htt$PGGwww.$i99inini.netGVcategoryUDNitemU5C. S#%0A3' converts any S#% into an A3' file. The A3' can then !e e($orte as an 'mage Se:uence from many 3i eo > iting tools such as YuickTime. YuickTime is a!le to convert S#%s irectly to image se:uences. Metho 0P e($ort as an image se:uence an then make the A3' with your favorite A3' creation software 7there are $lenty of free ones8 or convert to A3' using MS Movie Maker which comes with #in ows <). To convert A3' to S#%, use CamStu io htt$PGGwww.ren ersoftware.comG$ro uctsGcamstu ioG.

"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

1ector <rap(ics -pplications


The following a$$lications are recommen e for saving rawings in a vector format that can !e im$orte into KoolMovesP Sun .$en .ffice 7htt$PGGwww.o$enoffice.org8, )hotoLine 50 7htt$PGGwww.cie!v.com8, A o!e 'llustrator, A o!e )hotosho$, an A o!e Streamline. Sha$es ma e with Metafile Com$anion almost always im$ort faithfully into KoolMoves.

A$$en i( D J Useful 5r )arty Software

00C

&xe . $roAector Creation


/ou can use a freeware tool o!taina!le at !uraks.comGswiftyG to create a .e(e file. S#% Stu io at www.northco e.com is another useful $ro uct. www.flashkee$er.com is a $iece of shareware that costs f0K.KK an it can go either from ><> to S#% or the other way. Another one that makes $ro"ectors is www.flash;$layer.us. 't is fFK.KK for the full version 0.1 an has a free version an a trial version. A whole list of them are at www.soft6FF.comGsoftwareGswf;to;e(e.html.

A$$en i( D J Useful 5r )arty Software

00D

endi= E Toolbar 2ibrary , E""ect 2istin&s


Lateral motion F Lateral motion 0 o$enW oorL o$enW oor* o$enW oor*0 o$enW oor*LF o$enW oor*L0 o$enWu$0 o$enWu$0a o$enWu$0! o$enWu$0c o$enWu$0 .utline F .utline 0 .utline 5 .utline 6 .utline 2 .utline 4 .utline C *a iation *elfect F *eflect 0 *i$$le rollWoverW3 rollWoverW3W3*S0 rollWoverW3!oogie rollWoverW3-% rollWoverW3rayL0 rollWoverW3ray*0 rollWoverW3*S rollWoverW3*SW3W3LSF rollWoverW33% *.LL0*>DF Shutter F Shutter 0 S)'+*>D.%% Streak F Streak 0 Streak 5 Streak 6 U$ own F U$ own 0 U$ own 5 3ertical to hori9ontal F 3ertical to hori9ontal 0 3ertical to hori9ontal 5 #hirl$ool #il motion F #il motion 0 #il motion 5 #il motion in an out F #il motion in an out 0 #il motion in an out 5 #il motion in an out 6 #i$e F #i$e 0 #rite on F #rite on 0 #rite on 5 #rite on 6 #rite on with colors #rite on with trans$arency #rite on with twists F #rite on with twists 0 #rite on with twists 5 #rite on with twists 6 #rite on with twists 2

Text &ffect Templates


Aounce in Cra9y sha ows F Cra9y sha ows 0 Cra9y sha ows 5 Cra9y sha ows 6 Cra9y sha ows 2 Crossover Dro$ from sky F Dro$ from sky 0 Dro$ from to$ an !ounce >nter from !oth si es >nter on iagonal eye:uakeF eye:uake0 eye:uake5 eye:uake6 %a e in an rotate %ive rows flashing %L')%AD> %loat u$ %loat u$ with fli$ %loat u$ with rotate get greenW! go orangeW! Iiggle F Iiggle 0 Iiggle 5 Iiggle 6 Iiggle 2 Iiggle with accor ion F Iiggle with accor ion 0 Iiggle with trans$arency Iiggle with twists F Iiggle with twists 0

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

scroll sha$es sli e station

vi eotheek wavemenu we!site we!site0

we!site5 wra$$a$er

Clip -rt <allery Categories ("olders)


A!stract Ausiness Cartoon Characters F Cartoon Characters 0 Communications Com$uters %oo %urniture -oli ays N >vents F -oli ays an >vents 0 -ousehol 'nternet Music F Music 0 +ature . s N >n s F . s N >n s 0 )eo$le N Clothing *ecreation F *ecreation 0 *eligious Scenery School N )lay S$orts Tools Trans$ortation F Trans$ortation 0 Unite States #ea$onry

-nimated Clip -rt


5 !all 5 glasses !utterfly la y lavalam$ light motionmeter neongri rotatecu!e rotateglo!e rotate$oly!all soun waves stagecurtain

9utton <allery Categories ("olders)


Abstract

A$$en i( > J Li!rary Listings

051

(usiness 9 Communication 9 Peo le

Email 9 Internet

Music

A$$en i( > J Li!rary Listings

05F

'avi&ation !

'avi&ation )

+dds 9 Ends !

A$$en i( > J Li!rary Listings

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

A$$en i( > J Li!rary Listings

055

'nterlace Ium$ .ut Left Kra9y Light Aeam .r!ital )ulse )unch Left )unch #ave

*ecoiler *etrosco$e *o s *o s 0 *oll 'n *oll .ver *otate FD1 Shuffle

S$iral Sticks Swarm Tar9an T;Air s Torna o Tossing Trail Ala9er

Tum!ling 'n Turning Twister Me *otor Moom FD1 Moom /

"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

A$$en i( > J Li!rary Listings

056

endi= F Fre;uently As#ed :uestions 5FA:6

:/ 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.

:/ -o1 do I add my animation to my 1eb a&eL


A. Use %ile L >($ort Movie. The first menu item, a wi9ar , will gui e you through the $rocess.

:/ Why canKt I im ort my /"la "iles to KoolMovesL


A. KoolMoves uses .fun as its $ro"ect e(tensionS fla is a $ro$rietary A o!e format. /ou can im$ort swf files into KoolMoves as e ita!le movies.

:/ 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.

:/ My movie 1ill not dis lay on my 1eb a&e/ Why notL


A. ,oing through these ste$s will hel$ to e!ug the $ro!lemP 'f you ou!le;click on the html file on your local isk, oes the movie $lay on the we! $ageV Di you ft$ the swf file to your server as !inaryV 's the file name s$elle e(actly the same on the server as in the html IavaScri$tV 's the file in the correct location 7com$are with the relative $ath in the html IavaScri$t8V

:/ My movie #ee s loo in&/ -o1 can I &et it to sto L


A. .$en 3iews L Soun s an Actions .verview an $ut a Sto$ comman on the key frame where you want the movie to sto$. Alternatively, set the loo$ing o$tion in %ile L >($ort Settings L -tml.

:/ 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

A$$en i( % ; %re:uently Aske Yuestions

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.

:/ -o1 do I ma#e an entire s1" a lin# on a 1eb a&eL


A. )ut a sha$e the si9e of the movie frame fille with the !ackgroun color in all frames, sen it to the !ottom an make it a !utton .* $ut a sha$e the si9e of the movie frame fille with a totally trans$arent color in all frames an make it a !utton.

:/ What are T1eensL


A. Tweens are non;e ita!le movie frames that sit !etween the movie key frames. They are use to a movement to your movie or to a time !etween key frames. %or e(am$le, if you raw a !o( at the to$ of your screen in key frame 5, A Co$y of %rame to >n with 4 tweens to create key frame 6, an in key frame 6 move the !o( to the !ottom of the screen. #hen you $lay !ack your movie, the !o( will smoothly sli e from the to$ of the screen to the !ottom.

:/ 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.

:/ My 2o&itech mouse moves very slo1ly/ -o1 can I "i= thisL


A. This is a win ows setting. Uncheck check!o( XDisa!le acceleration in gamesX at Control )anel L Mouse L Motion ta! or turn off the X>na!le game etectionX setting un er Start L Settings L Control )anel L Mouse 7or Logitech Mouse#are $rogram8.

:/ -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.

:/ -o1 do I chan&e the "ill o" a sha e every1here in the movieL


A. Select the sha$e with the selection sco$e set to All %rames. #hatever you o to the sha$e is now reflecte everywhere. /ou are $rom$te first !efore glo!al changes are im$lemente .

A$$en i( % ; %re:uently Aske Yuestions

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.

:/ Is there a 1ay to combine KoolMoves> %1ish> and FlashM authored moviesL


A. Use the frame or !utton loa movie action to loa movies create !y other tools or im$ort the movies as o!"ects.

:/ -o1 do I create a tiled bac#&roundL


A. Create a rectangle slightly larger than the movie frame in the first frame an sen it to the !ack. Use the fill tool to fill the rectangle with your image. 't will tile. Co$y the rectangle, go to the secon frame an use > it L )aste to en of movie.

:/ Is there a 1ay to overcome FlashM movie si?e 5memory6 limitationL


A. The %lash& $layer sets a limit on the si9e of the main swf. 'f you are inclu ing a large soun file, make it a se$arate swf an use loa movie action to loa it into the main movie. 'n this way you can effectively ou!le the allowe si9e of the movie. This a$$roach works in general for creating large movies. Moreover, !reaking the movie into $ieces results in faster internet loa ing.

:/ What do I use to re osition the movie "rame in the main editin& 1indo1L
A. Use .$tions L *e$osition Movie %rame.

:/ Why canNt I &et the (ones "eature to 1or#L


Change your user 'nterface Style to Cartooning.

:/ When I rotate somethin& obOect shrin#s as it rotates/


A. The sha$e istortion is usually $ro$ortional to the num!er of egrees $er Key %rame !eyon a certain threshol . Two metho s that work in eliminating this istortionP re$lace tweens with key frames to !ring the num!er of egrees G KM !elow the threshol 7ie, !reak u$ the rotation into smaller $ieces8 or use the >ffects L *otate menu comman to rotate the o!"ect.

:/ 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.

A$$en i( % ; %re:uently Aske Yuestions

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.

A$$en i( % ; %re:uently Aske Yuestions

05D

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

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