How To Do Everything With Macromedia Flash 5

How To Do Everything With Macromedia Flash 5

5.0 2
by Bonnie Blake, T. Michael Clark
Learn to create interactive, fast-loading Web site interfaces and elements with Flash. This easy-to-follow book explains how to develop compelling Flash movies, dynamic multimedia effects, and animation with this versatile program.

Few Internet provinces rival the creative and commercial power of motion graphics on the Web. And no application comes close to


Learn to create interactive, fast-loading Web site interfaces and elements with Flash. This easy-to-follow book explains how to develop compelling Flash movies, dynamic multimedia effects, and animation with this versatile program.

Few Internet provinces rival the creative and commercial power of motion graphics on the Web. And no application comes close to creating Web-ready motion graphics, movies, or sound as effectively as Flash. How to Do Everything with Flash 5 covers the latest upgrades, such as compressing and transmitting complex elements like MP3 audio, object library features, movie clips, and interactivity over low bandwidth. Learn to animate figures, text, color-virtually anything. Whether creating Web content, business presentations, or publishing multimedia interactive content, this single resource will show you how Flash 5 can bring your presentations to life!

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Product Details

McGraw-Hill Companies, The
Publication date:
How to Do Everything Series
Product dimensions:
7.50(w) x 9.25(h) x 1.13(d)

Related Subjects

Read an Excerpt

Chatper 1: Plan Your Flash Project

How to...
  • Understand Flash Concepts
  • Publish Flash Movies
  • Create or Import Artwork
  • Animate Your Artwork
  • Publish Your Movies on the Web
  • Use the Document Library
  • Edit Flash Preferences
The fact that you have this book in your hands means that you want to harness the power of Flash 5, the premier software for creating interactive movies and Web sites for the Internet. If you have never used Flash before, the interface, panels, and all the features the program has to offer might intimidate you. If you are a seasoned Flash veteran, you have probably already opened the hood so to speak and explored both the familiar and the new aspects of Flash. Throughout the course of this book, you will learn to use all the Flash features to create compelling, highly interactive movies for your Web designs that keep visitors returning time and again. In this chapter, you will learn some basic Flash concepts and receive an overview of workflow in a typical Flash project, which will aid you in planning future projects you create with Flash.

Understand Flash Concepts

Flash began life as a vector-based program that was capable of creating impressive animations for Web pages. Over the past few years, the programmers at Macromedia have revised the program, adding more elements, and giving Web designers a program with the power to create fully interactive Web sites at a fraction of the file size required by other media. Flash 5 is recognized as the leading Web authoring program for creating vector-based animations (known as Flash movies) for Web sites.

During the course of a typical Flash project, you create objectsusing the Flash drawing tools and animate them along the Timeline. You segregate the different assets used in your movies using layers. You add interactivity to and control the flow of your movie with ActionScript. While you are creating the movie, you edit everything within the main Flash workspace. You can preview your handiwork in the workspace, or test the movie with the Flash Player. When everything is performing as you planned, you publish the movie in Flash's native SWF (pronounced swif, or one of the other available formats for use in a printed document or as part of a multimedia presentation.

Understand Flash Image Formats

Flash uses two types of graphics: vector-based and bitmapped (sometimes referred to as raster). The objects you create with Flash drawing tools are vector-based. Bitmap images on the other hand are comprised of pixels, tiny dots of colors that are assembled to create the final image. When you see an image displayed on a Web page, it is generally a bitmap image.

The biggest difference between bitmap images and vector-based graphics is the way they are displayed on a computer screen. Bitmap images are resolution dependent. The size resolution of a bitmap image is measured in pixels per inch. The standard resolution of bitmap images used on the Web is 72 pixels per inch. When you resize a bitmap image, pixels are redrawn and the host program adds data where there was none. Decrease the size of a bitmap image and the host program removes pixels; increase the size of a bitmap and the host program adds pixels. This inevitably leads to distortion.

Vector-based images, on the other hand, are drawn using mathematical formulas. When you resize a vector-based graphic, the image is redrawn by changing one or more parameters of the original formula. For example, if you increase the size of a vector-based circle, the radius of the circle is changed and the object is redrawn without distortion. Vector-based images scale very well, even when enlarged to many times their original size. The only time noticeable distortion might occur in a vector-based image is when you resize an object with a complex gradient fill.

Bitmap Images

Bitmaps are best suited for displaying real-world images, such as photographs of people or landscapes. Most of the images you view on Web sites are bitmapped. In fact, the two main image formats used on the Web, GIF and JPEG, are bitmap file formats. Some of the images you see displayed on Web pages, such as buttons, backgrounds, and user interfaces may start out as vector-based images that were created in programs such as FreeHand, Illustrator, or CorelDraw, but they ultimately end up as bitmapped JPEGs and GIFs when incorporated into images for Web pages. Figure I-1 shows an example of a bitmap image that you might use on a Web page...

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How To Do Everything With Macromedia Flash 5 5 out of 5 based on 0 ratings. 2 reviews.
Guest More than 1 year ago
I can't believe I paid $20 for this book and $40 for the Flash Bible. The Flash Bible was full of all sorts of irrelevant side issues. The How To Do book on the other hand, honed in on all the important things I needed to know. And the files for projects are loaded on a web site. For the price, this book really does do everything. Also the author must be a designer because the graphics aren't as hokey as in some other books.
Guest More than 1 year ago
I'm a web developer and I had to create a rush Flash project for the first time. This book saved my life! It broke down the whole process and simplified it. Thanks to this book , my client (which was a big ad agency) was very happy. Didn't even suspect I'd never used it before. It has lots of tutorials with the files included on the web site. I would't hesitate to recommend this one!