60 likes | 164 Vues
This workshop will teach you how to create graphics, understand symbols, and animate using Flash MX 2004. Learn keyframes, symbols, tweening, and more. Explore drawing tools and animation tricks. Create and test movies for the web.
E N D
Introduction to Flash MX 2004:Drawing, Timeline, & Simple Animation Lloyd Rieber
Workshop ObjectivesBy the end of the workshop, you should be able to: • How to create and modify simple graphics. • Understand the difference between the fill and stroke of a flash graphic. • Know the difference between symbols and instances of symbols. • Know how to make a symbol (by pressing F8). • Know the function and importance of keyframes to Flash animations and how to insert a keyframe on the timeline (by pressing F6). • Create and test a simple movie.
Drawing with Flash • Exploring the various drawing tools • Unique drawing features • When modifying graphics… • Remember, each graphic has two parts: a fill and a stroke (its outline)
Simple Animation • Concept of a keyframe • Concept of tweening • The difference between symbols and instances of symbols • Common function keys • F8 — creates a symbol of an object selected on the screen. • F6 — creates a new keyframe • F5 — creates a new blank keyframe
Animation Tricks • Rotating objects • Scaling objects • Fading objects (via alpha)
Creating Movies for the Web • There are two main types of Flash files: • Authoring and editing: .fla • Published movies: .swf • You can’t edit .swf files! • Testing your movie actually creates a “.swf” file • One button publishing • Also creates a “.swf” file and a HTML page which points to the .swf file.