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Timeline
The timeline is next to the stage, this is where you can organise the layers and frames to
make changes and add to the product on the stage. By changing the names of the frames, it
makes it easier for the user to read the timeline.
Menu bar
The menu bar is used to control the things you want to do with the assets for example if you
want to export, save, copy and paste etc.
Toolbar
The toolbar is used to select the different tools, each of these tools perform specific tasks.
These are tools like text boxes where you can select this tool and create a text box on the
stage to then write text in.
Library
The library tab holds all of the imported assets, you can view these assets either by an image
of the assets or by the asset name whichever is easier for you. These assets can be clicked
and dragged to both the stage and the timeline to add to the product. This can be things like
text, images, symbols, audio etc.
Colour pallets
The colour pallets allow you to select any colour from a variety of different shades. These
colours can be used for graphics, text etc. you can also use the gradient tool so that you can
get even more of a variety of shades.
You can also use a colour code instead of selecting a colour from random so that the user
has a specific shade of colour.
Properties
The properties tab allows the user to gain additional advanced
information on making adjustments to selected assets as well as the
stage. If the user decides to change the stage they can enter this tab to
change stage size, colour and FPS rate. Other properties can also be
adjusted not only the stage itself such as audio, sync can be changed to
event, start, stop and so on.
Preferences
The preference tab allows the user to adjust their UI (user interface) within Adobe Flash.
This allows the user to modify workspace settings, panel positions,
behaviours, project settings, cached custom classes, etc. In some
cases, adjusting preference may solve UI issues and can make the
workspace of the UI user-friendly towards the user when creating
their multimedia product, e.g. enabling shortcuts.
Help
The help tab lets users search for additional help on using Adobe Flash as well as resolving
the program issues should they come across errors.
Adobe Flash can also be check to ensure the version
is up-to-date, find product registration, check
information about Adobe Flash itself, etc.
Drawing: Pencil/Line/Pen/Brush/Shapes
There are 5 different types of drawing tools. The pencil tool allows the user to draw freely
on the stage which gives a ‘thin pencil line’ effect, the line tool lets users to create straight
lines in whichever direction, the pen tool is used to plot anchor points to create smooth
outlines without having jagged lines, the brush tool is used to paint/draw freely much like a
pencil tool except the user would get a ‘paint brush’ effect and lastly, the shape tool lets
users create variety style of shapes without having to draw from scratch.
The eraser tool is used to erase pencil and paint brush drawings. No other assets can be
erased unless it is drawn with a pencil or a paint brush.
The undo tool can be accessed via edit > undo can back-track the option that has been done.
The undo tool can only go as far as undoing options at least 20 steps back.
The copy tool allows the user to select the asset they want to copy that asset to be used in
another multimedia project, e.g. copying one asset from their main project can be pasted
into different project in Adobe Flash this is followed up by using the paste tool to make the
copied asset appear.
The duplicate tool allows the user to not only duplicate assets itself on the stage, but they
can also duplicate assets within the library, should they need more than one and also
duplicate layers within the timeline (by making exact copies without having to trace the
original).
The insert tool lets users create new symbol, motion/classic/shape tween, timeline
layers/frames/keyframes – this isn’t normally done through the menu bar but more of right-
clicking for easier access.
The delete option, as stated by the name itself, allows the user to delete
assets/keyframes/layers/etc. should they no longer want whichever that was created in
their project. This can be done by right-clicking and selecting ‘delete’.
The aligning tool is used to align a specific asset within the stage to ensure that there are
equal about of spacing between other assets. This can be accessed via modify > align.
Finally, the grouping and ungrouping option is used when the user wants to group specific
bunch of assets together so that upon moving them around the stage they are moved as
one, however, if the user no longer want them to be grouped, they can be ungrouped. This
can be accessed via modify > group/ungroup.
Editing:
A symbol can be edited and this can be done by the user double clicking
the symbol and from there a new window is opened to which it will be
the symbol graphic itself and the user can edit the symbol without the
editing effecting any other symbols.
Grouping:
Grouping and ungrouping can be used on symbols. To do so the symbols must be
highlighted and then selecting modify > group. This will then group all of the symbols.
Eyedropper
The eyedropper tool is used to take a sample of a colour
the user likes and find the nearest match of the hade for
the user.
Custom colour
The user can create custom colour swatches so that they can refer back to their swatch they
have recently created. This then makes it much easier for the user to find the shade they
past made instead of having to search through different swatches.
To move the text then the user must not be in editing mode and must selct the sub selection
tool and then click onto the text. From here the user can drag and change the positioning of
the text to anywhere on the stage.
To reshape the text the user can right click on the text and select the free transform option.
Then the user can rotate the text, resize etc.
To create a simple scrolling text box it must be converted into a symbol before any animated
effects can be applied. This is done by right-clicking on the text > convert to symbol. Once
the text has been converted into a symbol, we can go into motion presets > default presets
> text-scroll-3d. This will make the text animated scrolling.
Creating text blocks
To create a text block the text tool must be selected. Then anywhere on the stage the user
can click and create a text block. The mouse must be dragged outwards to create the users
desired size text box and then the userjut simply types the text into the text box. The text
box can be made bigger or smaller by adjujusting the adjustments on the outside of the text
box.
The frames on the timeline is used to create individual frames which can be stretched to
frame 1 to frame XXX. The user can adjust how long each frame should last against their FPS
rate. The frames also indicate the user whether or not if that specific frame has a motion
set, e.g. a frame contains a graphic that has a fly-out-left motion effect. Users can adjust the
tween and make changes for the frame by either making the frame last longer or become
shorter.
The frame rate in the timeline indicates how many FPS is set at. User can click and drag on
the FPS number left or right to adjust the speed. The less FPS rate, the slower the animation
is played, however, the higher the FPS rate is set, the faster the animation would be. This is
indicated by the seconds next to the FPS bar which displays how long the animation would
last.
The markers in the timeline indicates that for every 1 marker, represents 1 second. When
using the playhead to scroll through the timeline, the user can keep track which particular
frame no. they are currently on. The larger numbers that ends with a 0 or a 5 is a halfway
point to give the user an estimate on which no. of frame they are currently at.
The user can also delete frames off the timeline should they do not want the specific frame.
To do this, the user must highlight the entire frame within the timeline which would follow
the same step of copying. Once highlighted, the user must right-click > remove frames. This
will remove the selected frames from the timeline completely and will not leave a blank
keyframe.
Reversing keyframe animation is another optional effect which users must insert the
animation for the asset within the frame first, AKA, a tween. By highlighting the tweened
frame in the timeline and right-clicking, an option is given which allows the user to select
reverse keyframes. This can only be done to frames that have classic tween, motion tween
or shape tween which has an animation incorporated. Keyframes cannot be reversed on a
normal keyframe, e.g. only containing assets.
Tweening: Shape/Motions
One of the most common animations that can be incorporated within the frames in the
timeline would be tweening. There are two types of tween to be chosen from:
Shape tweening allows the user to add an animation towards a drawn shape that was
created in Adobe Flash. Users can tween the shape to shift into another shape, change
colours, tween positions and many more. To tween a shape, the user needs to convert the
shape into a symbol and thus going on the frame that contains the shape, right-click the
frame > create shape tween. This type of tween only applies to vector shapes drawn in
Adobe Flash and not imported assets.
Another tween would be called motion. With motion tween, the user can apply a motion
effect within the frame. To do this, the user has to highlight/select the frame they want to
animate and picking the correct asset within the frame. Once selected, and making sure the
asset is a symbol, the user can right-click on the frame > create motion tween. This will turn
the grey frame into a blue frame. From here, the user can go to preset motion listing where
they can choose existing motions which can be added onto the asset. Adobe Flash will
automatically create the motion within the timeline without the user having to individually
place the frame by frame to making the symbol move.
Assets: importing, eg Importing: Raster Images/Vector Images/Sound Files/Video Files/Movie Clips
raster images, vector Adobe Flash have the capability of being able to import many different types of format. In
images, sound files, video order for this, they must be saved in a particular format for Adobe Flash to accept the asset
files, movie clips; that is going to be imported.
resizing; bitmap to vector
conversion; asset Raster image are saved as either .PNG, .JPG and .GIF, are commonly accepted. These images
libraries tend to be made out of pixel but when imported into Adobe Flash, you can visibly tell the
quality has been lowered.
Compared to vector images, these are composed of lines, polylines, polygons, circles, etc.
These types of images can be drawn through Adobe Flash since the program primarily
supports vector graphics. These can be created rather than importing using the shape and
line tools through Flash.
“Video files and movie clips can be supported within Adobe Flash. The following formats
that support are as follows: .MOV, .QT, .AVI, .FLV, F4VMPG, .M1V, .M2P, .M2T, .M2TS, .MTS,
.TOD, .MPE, .MPEG .DV, .DVI, .3GP, .3GPP, .3GP2, .3GPP2, .3P2, .MP4, .M4V and AVC. There
are more variety of video/movie clip formats which allows the user to import using the
following formats into Adobe Flash should they incorporate videos into their multimedia
product”.
Resizing
Within director you can resize the assets using the stage. This is done by selecting the asset
and pulling the tabs at the side of the asset to either outwards or inwards depending If you
want the asset to be smaller or larger.
Guide Layers
Guide layers are particularly useful when it comes to aligning objects, however, when it
comes to exporting the final finishing product, the guide layers will not appear in the final
product. To create a guide layer, a new layer must be created and then by right-clicking >
guide, this will change the layer into a guide layer.
To create an animated mask, we can control the shape which can reveal the graphic through
animation. This can be done by using the same steps for mask layers except we would apply
shape tween. When shape tween is applied, the user can adjust the frame however the
shape appears throughout each frame. Upon playing, the shape will slowly reveal the
graphic through the frame bit by bit still retaining as a shape which reveals and hide
content.
In Adobe Flash CS3, however, to add specific effects like blur, drop shadow, expand, etc. this
was done by accessing insert > timeline effects > effects > blur/drop
shadow/expand/explode.
With transform and transition, this is easily done by ensuring that the selected frame and
chosen asset is highlighted, then create motion tween by right-clicking on the desired frame.
Here, the user can manipulate the asset frame by frame which is automatically dotted on
the motion tween frame. Upon playback, Adobe Flash automatically builds the individual
frame for the user effortlessly, e.g. a user wants to make a shape rotate as a animation, the
user has to slowly rotate the object for each frame such as 3 seconds apart in the motion
tween frame. A Transform tab is also available which gives numerical to let the user know
Actions
Actions can be inserted into the multimedia product within Adobe Flash. This technique
enables the user to create and edit ActionScript code for a frame or object. Depending what
is selected, the panel will change in accordance, e.g. Button Actions, Movie Clip Actions, etc.
The user must display the panel via Window > Actions in order to use this option.
Triggers
A ‘trigger’ function enables any user to ‘trigger’ a specific animation. To do this, the user will
need to require knowledge with ActionScript to create a ‘trigger’ interactivity. Instead of
autoplaying an animation, the user would have to perform some sort of action. This is
normally combined with animation and ActionScript.
Buttons
Buttons can be added into director taking the user to a different scene. The colour can be
changed and they can be created to any size the user wishes.
Rollovers
Rollover effects can be added to images for when the user rolls their mouse over a image
and another image will appear. These can be added when the user is in the animations file
and they simply select the rollover option and select the image they want to use as a
rollover.
Playback Controls
The user can access scripts via window > component > video where a folder which contains
all the ActionScript to control a video.
Usually when importing a video onto the stage, there is an automatic option which enables
the user to include playback controls for their video without adding it manually.
Preloaders
Preloaders are basically an interact method of loading large .SWF files which controls the
content load. This is a creative way to create a loading screen by displaying messages, image
or animation to indicate the .SWF is loading rather than a blank screen. To do this, existing
ActionScript can be found in the component and code snippet tab which is dragged on to
the specific asset within the selected stage/frame.