Digital Media Production Anselm Spoerri PhD (MIT)

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Digital Media Production

Digital Media

Production

Anselm Spoerri

PhD (MIT)

SC&I @ Rutgers University aspoerri@rutgers.edu

anselm.spoerri@gmail.com

Digital Media Production © Anselm Spoerri

Lecture 11 - Overview

Flash

Recap

– Key Concepts, Components & Tools

Symbol & Instances

Buttons

– Simple Text Button | Animated Button (optional)

– ActionScript: stop | getURL

Create Multi-Part Animation

– Animate Images

– Fade-in and Fade-out Text

– Add Interactivity to Instance of MovieClip

Insert SWF in Web Page Demo

Lectures – Week 11 Content http://comminfo.rutgers.edu/~aspoerri/Teaching/DMPOnline/Lectures.html#week11

Digital Media Production © Anselm Spoerri

Recap – Timeline

Digital Media Production © Anselm Spoerri

Recap – Layers

Layers = Stack of “transparent sheets of acetate”

– Insert > Timeline > Layer or Click “Insert Layer” icon in Timeline

– Drag & Drop Layer to change its position in stack

– Name (double-click text), Hide, Lock Folder

Layer Folder = Organize Layers

– Insert > Timeline > Layer Folder or Click “Insert Layer Folder” icon in Timeline

Modify Layer

– Select layer to make it active (only one layer can be active)

Pencil icon = Layer is active

Guide Layers

Make drawing and editing easier and guide motion

Mask Layers

Help to create sophisticated effects

Digital Media Production © Anselm Spoerri

Recap – Tools

Arrow (Selection) tool and Modifiers : snap to, smooth, straight

Reshaping lines and shapes  Reshaping pointer

Free Transform tool and its modifiers : scale, rotate, skew etc.

– Transform dialog panel: Modify > Transform

Lasso tool and its modifiers = polygon etc.

Text tool

Circle and Square tools and Modifiers: Object Drawing on / off

Stroke and Fill properties of graphic in Property Inspector

Pencil tool and Modifiers = straight, smooth etc.

Paint Bucket tool and Modifiers = fill large gaps etc.

– Apply Gradient and use Fill Transform tool

Eraser tool

Zoom tool and Modifiers: zoom in, zoom out (or use Alt-click)

Line Color

Fill Color

Tool Options LOOK here as well as Properties

Digital Media Production © Anselm Spoerri

Recap – Graphic Objects

Graphic Objects = Items on Stage

– Move, copy, delete, transform, stack, align, and group graphic objects.

– Link graphic object to a URL.

Keep in mind: modifying lines and shapes can alter other lines and shapes on the same layer if Object Drawing is not selected

Must first Select Object to Modify it

Digital Media Production © Anselm Spoerri

Recap – Keyframes

Keyframe = New Instance of Object Appears

Property Keyframe = Define Object’s Property Change

Use Keyframes to Create Change in Animation

• Flash can tween, or fill in, frames between keyframes

Create Keyframe

1. Select a frame in Timeline

2. Insert > Timeline > Keyframe

Frame Management

– Delete a frame, keyframe, or frame sequence,

– Select and Edit > Timeline > Remove Frame or Right-Click (Windows)

– Extend duration of Keyframe

Select, hold and then drag keyframe to new final frame

– Change length of a tweened sequence, drag the beginning or ending keyframe left or right.

Digital Media Production © Anselm Spoerri

Recap – Tweened Animation

Select Keyframe, Right Click and Select Tween option

Motion Tween

Change Position

,

Size

,

Rotation, Alpha of Object

– Specify object property in one frame and another value for that same property in another frame.

Classic Tween

– Like motion tweens, but more complex to create

Shape Tween

Change Shape

If you want Flash to tween the movement of more than one object, each must be on a separate layer.

– Select elements

– Use Modify > Timeline > Distribute to Layers

Digital Media Production © Anselm Spoerri

Recap – Animations: Representations in Timeline

Motion Tween

– Black dot at beginning keyframe; intermediate tweened frames have black arrow with a light-blue background.

Classic Tween

– Black dot at beginning keyframe; intermediate frames have a black arrow with a blue background.

Shape Tween

– Black dot at beginning keyframe; intermediate frames have a black arrow with a light-green background.

Dashed line =

– Tween is broken or incomplete

Cause?

– Final keyframe missing

Classic Tween: does NOT contain symbol, groups or type

Shape Tween: contains symbol, groups or type

Digital Media Production © Anselm Spoerri

Recap – Motion Tween

Layer needs to contain Instance of Symbol or Type and uses Property Keyframes and can have only one object instance

1. Select keyframe

2. Insert > Motion Tween or

Right click frame, select “Motion Tween”

3. Select frame and then select object

4. Move to new location (notice the motion trail) and/or

In Properties panel, change object property

Repeat steps 3 and 4

To Motion Tween a Bitmap or Color of Type

• Bitmap / Type needs to be converted into Symbol

• Modify > Convert to

Digital Media Production © Anselm Spoerri

Recap – Classic Tween

Layer needs to contain Symbols or Groups or Type and uses Keyframes

Create Classic Tween

a) Create first keyframe

– Insert > Classic Tween or

Right click frame, select “Classic Tween”

Automatically turns content into Graphic Symbol

– In last frame, create keyframe and move object to new location b) Create starting and ending keyframes

– Select two keyframes and frames in between

– Insert > Classic Tween or

Right click frame, select “Classic Tween”

Automatically turns start and end keyframes into symbols

Digital Media Production © Anselm Spoerri

Recap – Shape Tween

Similar to Morphing

– One shape appears to change into another shape over time

Use Ungrouped Graphics to Tween Shapes

1. Create or select first keyframe

2. Create or place artwork in first keyframe

3. Create second keyframe and select it

1. Select artwork in second keyframe

2. Modify shape, color, or position of artwork

(e.g. use “Free Transform” tool)

4. Select first keyframe in Timeline

1. Insert > Shape Tween or

Right click frame, select “Shape Tween”

2. Properties panel: select option from “Blend” menu: a) Distributive: intermediate shapes smoother and more irregular.

b) Angular: preserves apparent corners and straight lines.

Digital Media Production © Anselm Spoerri

Recap – Text = Type

Text tool in Toolbox

Properties Inspector to change text properties

Static Text type

– Appearance determined when you author movie.

Dynamic Text type

– Updated text, such as sports scores or stock quotes.

Input Text fields type

– Users enter text for forms, surveys, or other purposes.

Transform Text

– Rotating, scaling, skewing, and flipping it - and still edit characters

Horizontal Text Linked to URLs

– Select text and enter URL in Properties Inspector : Options

Digital Media Production © Anselm Spoerri

Recap – Reshaping Text

Reshaping Text into its individual letter shapes

– Select text with Arrow tool

Modify > Break Apart

Distribute Text Letters to Layers

– Select all letters

Modify > Timeline > Distribute to Layers

Organize letters in Layer Folder

– Insert > Timeline > Layer Folder

– Select layers containing letters

– Drag & drop in Layer Folder Static Text

Morph Text

– Select Text and apply “Modify > Break Apart” TWICE

– Apply Shape Tween !

Digital Media Production © Anselm Spoerri

Recap – Symbols and Instances

Symbols = Reusable Elements in Document

– Symbols = graphics, buttons, video clips, sound files, or fonts

– Symbol stored in file's library

Use symbols for every element that appears more than once.

Create Instance

Place symbol on Stage, you create instance of that symbol.

– Modify properties of instance without affecting master symbol

– Edit master symbol to change all instances.

Symbols Reduce File Size

– Flash stores symbol in the file only once  greatly reduces file size

Digital Media Production © Anselm Spoerri

Recap – Symbol : Behavior Types

Graphic Symbols

for static images

Button Symbols

to create interactive buttons

Movie Clip Symbols

to create reusable pieces of animation

Insert > New Symbol

Convert Element to Symbol

– Insert > Convert to Symbol

– Drag the selection to the Library panel

– Convert to Symbol from the context menu

Digital Media Production © Anselm Spoerri

Library

Digital Media Production

Window > Library

Library stores

– Symbols created in Flash,

– Imported video clips, sound clips, bitmaps, and vector artwork

Can open library of any Flash file

Window > Common Libraries

Flash includes sample libraries

– Buttons, classes, sounds

© Anselm Spoerri

Create Symbol and Edit Instance

Create Symbol from Object on Stage

1. Select Object on Stage

2. Drag & Drop into Library Window

3. Convert to Symbol dialog box appears

– Select Type = Movie Clip, Button or Graphic

– Object on Stage now an instance of the symbol

Create New Empty Symbol

Make sure nothing is selected on Stage

1. Choose Insert > New Symbol

Name symbol

Choose Type : Graphic, Button, or Movie Clip.

Flash adds symbol to Library and switches to symbol-editing mode.

2. Create Symbol Content

– Use Timeline, draw with drawing tools etc.

Edit Instance of Symbol

– Select instance on Stage

– In Properties change Size, Color, Transparency

Digital Media Production © Anselm Spoerri

Editing Symbol versus Editing Instance

Editing Symbol

 Rest of Document disappears and only symbol appears

Edit > Edit Symbols

When finished creating symbol content, return to movie-editing mode:

– Click Back button at the left side of information bar above Stage.

– Choose Edit > Edit Document.

– Click the scene name in the information bar above the Stage.

Editing Instances

Edit > Edit Document

Flash Document consists of

– Document’s Main Timeline

Edit > Edit Document takes you to Main Timeline

Library that contains Symbols that have their own timeline

Edit > Edit Symbols takes you to the timeline of a symbol

Double clicking on instance of symbol takes you to the timeline of symbol

Digital Media Production © Anselm Spoerri

Creating Button

Button = Four-Frame

interactive movie clips

– Select button behavior for symbol

– Flash creates Timeline with four frames.

– First three frames display the button's three possible states:

UP, OVER, DOWN

– Fourth frame defines the active area of button

– Timeline doesn't actually play, it simply reacts to pointer movement and actions by jumping to the appropriate frame.

Make Button Interactive in a Movie

– Place instance of button symbol on Stage

– Assign actions to the instance on Stage.

Actions must be assigned to instance in Main Timeline, not to frames in button's Timeline.

Digital Media Production © Anselm Spoerri

Creating Buttons

Digital Media Production

Make sure nothing selected:

1.

Insert > New Symbol

2.

New Symbol dialog box

1. Enter name button symbol,

2. Type = Button

Flash switches to symbol-editing mode

3.

UP State: use drawing tool etc.

4.

OVER State

1. Insert > Keyframe

2. Change button image for Over state

5.

Repeat Step 4 for DOWN State

6.

Hit Frame = Define Click Area

1. Insert > Keyframe

2. Solid area large enough to encompass

UP, DOWN, and OVER frames.

No Hit Frame, UP state used

7.

Edit > Edit Document to finish

8. Drag Button Symbol out of Library panel to create instance on stage

© Anselm Spoerri

Button – Add Hyperlink to Interactive Button

Select Button instance on Stage

(make sure you have the button selected and not the frame that contains button instance).

Open “Actions” Window via “Window > Actions”

Paste this code into Actions Window : on (release)

{ getURL (URL_as_string, _self);

}

This attaches action to button using ActionScript.

 Important: Flash File (ActionScript 2.0) !

Test Movie

Export Button

File > Export Movie

– Saves it as SWF file, which you can import in Dreamweaver

Digital Media Production © Anselm Spoerri

Enabling, Editing, and Testing Buttons

By default, Flash keeps buttons disabled as you create them,

– Easier to select and work with them

– When button is disabled, clicking button selects it.

Button = Enabled  it responds to mouse events

Best to Disable buttons as you work

– Enable buttons to quickly test their behavior.

Control > Enable Simple Buttons

Select Enabled Button

– Use the Arrow tool to drag a selection rectangle around the button.

Move Enabled Button

– Select the button, as described above

– Use the arrow keys to move the button

Test Button

– Control > Enable Simple Buttons.

– Move the pointer over the enabled button to test it

Digital Media Production © Anselm Spoerri

Step 0 – Download files for Button Demos

Download Files

http://comminfo.rutgers.edu/~aspoerri/Teaching/DMPOnline/Lectures/Lec11/Steps

Launch Flash

Create Flash Document and Set its Properties

– File > New : General: Flash File (

ActionScript 2.0

)

– Modify > Document or use Property Inspector

– Frame Rate = 12

Dimensions = 100 x 30

Background color = White

– Use scrollbars and Magnification tool to see Stage at sufficient size

Using Grid, Rulers and Guides

Rulers

Guides

View > Rulers

View > Guides > Show Guides

Digital Media Production © Anselm Spoerri

Step 1 – Create Button Symbol – UP state

Make sure that “Library” is visible (Window > Library)

1. Insert > New Symbol

– “Create New Symbol” dialog: select “Button

Name it “Home Button”

– Notice that button appears in list of Library symbols

– Flash switches to “Edit Symbol” mode and four-frame “button view” appears

– Name Layer 1 = “Shape” in Symbol View

Digital Media Production © Anselm Spoerri

Step 1

(cont.)

– Create Button Symbol – UP state

2. Select UP frame in Timeline

– Select Rectangle tool

– Use Tool “Options” to specify corner radius

– Select Stroke Color = Black and Fill Color = Blue in Property

Inspector

– Draw Rectangle

– Create Vertical and Horizontal Guides and center rectangle

– Select Pointer Tool to select fill of rectangle

– Properties Panel: select Fill color and specify Blue Sphere effect

– Select Gradient Transform tool to change orientation, spread and shape of gradient

– Insert New Layer using “Insert > Timeline > Layer” – name it “Text”

– Select Text tool and add white “Home” text and center it on button

– Create Guide for baseline of text

Digital Media Production © Anselm Spoerri

Step 1

(cont.)

– Create Button Symbol – OVER & DOWN states

Make sure that “Library” is visible  Window > Library

3. Create Keyframes in OVER, DOWN and HIT frames

– Select Over frame in both layers and create Keyframe

(use Insert > Timeline > Keyframe or Right-Click Frame)

– Select Down frame and both layers and create Keyframe

– Select HIT frame and both layers and create Keyframe

4. Modify OVER frame

– Select “Text” layer

– Select Text tool, select text and bold it (make sure to center text)

5. Modify DOWN frame

– Select “Shape” layer and change Fill Gradient Color = Green

– Select “Text” layer

– Select Text tool, select text and change its color

Digital Media Production © Anselm Spoerri

Step 1

(cont.)

– Test & Export Interactive Button

1. Switch to “Edit Document” Mode

2. Drag & Drag “Home Button” onto Stage

3. Resize Button to Fit Stage

– Select Free Transform tool, select button and resize to fill Stage

4. Control > Enable Simple Buttons

– Place cursor over and click button

5. Export Button

File > Export Movie

– Saves it as SWF file

Digital Media Production © Anselm Spoerri

Step 1

(cont.)

– Add Hyperlink to Button

1. Select “Home Button” on Stage

(make sure you have the button selected and not the frame that contains button instance).

2. Open “Actions” Window via “Window > Actions”

3. Paste this code into Actions Window : on (release)

{ getURL (URL_as_string, _self);

}

This attaches action to button using ActionScript.

 Important: Flash File (ActionScript 2.0) !

4. Test Movie

5. Export Button

File > Export Movie

– Saves it as SWF file, which you can insert in Web Page

Digital Media Production © Anselm Spoerri

Recap – Create Simple Text Button

1. Insert > New Symbol

2. Select Type = “Button”

3. Create “UP” State

4. Insert Keyframe “OVER” and Modify

5. Insert Keyframe “DOWN” and Modify

6. Insert Keyframe “HIT”

Digital Media Production © Anselm Spoerri

Step 2 – Create Animated Button (optional)

1. Import Images

2. Convert Images to Graphic Symbols

 Insert > Convert to Symbol

3. Create Movie Clip using “Insert > New Symbol”

4. Insert Graphic Symbol and Animate

5. Create Button

6. Insert Movie Clip in “Over” State

7. Specify “Hit” area for Button by creating rectangle that defines “hotspot”

8. Make sure Animation only plays once

 Select end keyframe in Animation MovieClip

 Open Actions Window: Window > Actions

 Type ActionScript “stop ();” in Actions Window

Digital Media Production © Anselm Spoerri

Step 3 – Add Hyperlink to Interactive Button (optional)

1. Select “Home Button” on Stage

(make sure you have the button selected and not the frame that contains button instance).

2. Open “Actions” Window via “Window > Actions”

3. Paste this code into Actions Window : on (release)

{ getURL (URL_as_string, _self);

}

This attaches action to button using ActionScript.

 Important: Flash File (ActionScript 2.0) !

4. Test Movie

5. Export Button

File > Export Movie

– Saves it as SWF file, which you can insert in Web Page

Digital Media Production © Anselm Spoerri

Step 0 – Download files for Multi-Part Animation

Download Files

http://comminfo.rutgers.edu/~aspoerri/Teaching/DMPOnline/Lectures/Lec11/Steps

Launch Flash

– Start > Macromedia > Flash

Create Flash Document and Set its Properties

– File > New

– Modify > Document or use Property Inspector

– Frame Rate = 12 Dimensions =

300 x 300

Background color = White

Using Grid, Rulers and Guides

– Rulers

View > Rulers

– Guides

– View > Guides > Show Guides

Digital Media Production © Anselm Spoerri

Step 1 – Import Images, Create Text and Create Layers

Import Images to Use in Animation

1) Convert them to Graphic or MovieClip Symbol

2) Create Layer for each image in Main Timeline

Place Text in Symbols to Use in Animation

1) Create Graphic Symbol for each text fragment so that we can fade-in and fade-out symbol instance that contains text

2) Place text in Graphic Symbol

3) Create Layer for each text fragment in Main Timeline

Digital Media Production © Anselm Spoerri

Step 2 – Create Tweened Animations

Animate Instance of Symbols with Images

1) Create Keyframes for Tweened Animations and “Pauses”

2) Use Classic Tween since it can provide more flexibility

3) Specify Position and/or Size and/or Transparency (Alpha) in Keyframes

Animate Instance of Symbols with Text

1) Create Keyframes for Tweened Animations and “Pauses”

2) Make sure that related text fragments line up spatially before creating subsequent keyframes

3) Use Classic Tween since it can provide more flexibility

4) Specify Position and/or Size and/or Transparency (Alpha) in Keyframes

Digital Media Production © Anselm Spoerri

Step 3 – Orchestrating Tweened Animations

Placement of Keyframes

1) If the next tween needs to begin right after current tween is completed, then the “end” keyframe of the current tween and the “start” keyframe need to be in the same frame.

2) If the next tween needs to partially overlap with the current tween is completed, then the “start” keyframe of the next tween needs to be placed in a frame during the current tween occurs.

3) If the current and next tweens need to fully overlap

(to create a cross-fade), then they need to have “start” and

“end” keyframes in the same frames on the timeline.

Lengthening or Shortening Tween

1) At Specific Frame in Timeline, Select ALL the frames in the

different layers that need to remain in sync

2) Right-click on selected frames and select Insert Frame or

Remove Frames

Digital Media Production © Anselm Spoerri

Step 4 – Adding ActionScript 2.0

Controlling and Stopping Playhead

1) Select Frame you want to attach ActionScript to

2) Open Actions Panel and Enter “stop ();”

Adding Interactivity to Instance of MovieClip Symbol

1) Select Instance of MovieClip on Timeline

2) Open Actions Panel and Enter

3) “on (eventType) { getURL (“URL”, “_self”)

}

Digital Media Production © Anselm Spoerri

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