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Adobe Photoshop 7.0 Design Professional

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There are 3 types of Symbols; Graphics, Buttons, and Movie Clips ... Buttons are for interactivity, such as starting or stopping a movie ... – PowerPoint PPT presentation

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Title: Adobe Photoshop 7.0 Design Professional


1
(No Transcript)
2
Unit Lessons
OVERVIEW
  • Work with symbols and instances
  • Work with Libraries
  • Create buttons
  • Assign actions to buttons

3
Using Flash Symbols
INTRODUCTION
  • An important aspect of Flash is its ability to
    create small file sizes
  • Symbols are graphics that can be re-used without
    adding to file size
  • Symbols are the original (Parent)object
  • Instances are the copied (Child) object
  • Flash stores only a symbols information(size,
    shape, color) thus creating a smaller file size

4
Using Flash Symbols
INTRODUCTION
  • Attributes, such as color and shape can be freely
    changed for each instance
  • You can have as many altered Instances as you
    like
  • Symbols reside in the Library
  • Dragging a Symbol from the Library to the stage
    creates an Instance

5
Flash Symbol Types
INTRODUCTION
  • There are 3 types of Symbols Graphics, Buttons,
    and Movie Clips
  • Graphics are effective for single, re-usable
    images
  • Buttons are for interactivity, such as starting
    or stopping a movie
  • A Movie Clip is a movie within a movie

6
Creating a Graphic Symbol
LESSON 1
  • There are 2 primary ways to create a symbol
  • Insert gt New Symbol command, and then draw a
    symbol
  • Or draw an object and then use Insert gt Convert
    to Symbol
  • Use the Convert to Symbol dialog box to name
    the symbol effectively
  • The Symbol gets placed in the library, an
    instance remains on the stage

7
Naming a Symbol
LESSON 1
8
Editing a Symbol
LESSON 1
  • Select from the Library and double-click, or use
    Edit gt Edit Symbol
  • Changes made to Symbols is reflected in all their
    associated Instances
  • Remember changes made to Instances does not
    affect their (parent) Symbol
  • Editing a symbol is different from editing an
    instance

9
Working with Instances
LESSON 1
  • Instances can be altered in many ways
  • Rotated, skewed, resized, re-colored, alpha
    changes
  • Some limitations to editing an Instance
  • An instance is a single object with no segments,
    therefore you cannot select just part of the
    instance to change
  • Changes are made to the entire instance
  • Use Break Apart for more edibility, but note
    that the link will be broken

10
Applying Effects to Instances
LESSON 1
11
Exercise
LESSON 1
  • Use flc_1.fla file
  • Create a symbol page C-6
  • Goes into the library
  • Create and edit an instance page C-7
  • Use library to grab an instance
  • Edit a symbol page C-8
  • What happens to the library symbol
  • Break apart an instance page C-9
  • What happens to the symbol?

12
Understanding the Library
LESSON 2
  • The Library provides a way to view and organize
    symbols
  • Change Symbol names and properties
  • Add or delete Symbols

13
The Library
LESSON 2
  • Title Bar-names the movie with which the Library
    is associated
  • Sample and external libraries
  • Options Menu-provides access to additional
    features of the library
  • Item Preview-Displays the selected symbol
  • Toggle Sorting Order Icon

14
The Library
LESSON 2
  • Wide and Narrow View
  • Name Text Box-Lists the folder and Symbol Names
  • New Symbol Icon-Displays the Create New Symbol
    Dialog box
  • New Folder Icon
  • Properties Icon
  • Delete Item Icon

15
The Library
LESSON 2
Options Menu
Name Text Box
New Symbol Icon
Properties Icon
New Folder Icon
16
Exercise
LESSON 2
  • Use flc_2.fla file
  • Create folders in the library page C-12
  • Organize things better
  • Display properties of symbols page C-14
  • Change view of library panel page C-15

17
Understanding Buttons
LESSON 3
  • Button Symbols provide interactivity
  • Any Flash object can be turned into a Button
    Symbol
  • Unlike Graphic Symbols, Button Symbols have four
    States which correspond to the use of the mouse
    and recognize the user requires feedback

18
The Four Button States
LESSON 3
  • Up-represents how the button appears when the
    mouse pointer is not over it
  • Over-represents how the button appears when the
    mouse pointer is over it
  • Down-how the button appears after the user clicks
    the mouse
  • Hit-Defines the area of the screen that will
    respond to the click

19
The Four Button States
LESSON 3
The button timeline
20
Exercise
LESSON 3
  • Create a button page C-18
  • Edit a button page C-19
  • Define the four states
  • Test a button page C-20
  • Click will change state

21
Understanding Actions
LESSON 4
  • In a basic movie, Flash plays frames sequentially
  • To gain greater control, ActionScripting provides
    interactivity
  • Button presses can stop a Movie
  • Jump to a frame or scene
  • Play a sound

22
Analyzing ActionScript
LESSON 4
  • Basic ActionScript involves an event (such as a
    mouse click) that causes some action to occur by
    triggering the script

Event
ActionScript Panel
Action
23
Assigning actions to a button
LESSON 4
  • Select the desired button on the stage
  • Display the Actions Panel
  • Select the appropriate category
  • Select the desired action

24
Button Action Events
LESSON 4
  • Buttons respond to one or more of the following
    events
  • Press With the pointer inside the button Hit
    area, the user presses the mouse button
  • Release With the pointer inside the button Hit
    area, the user presses and releases the mouse
    button

25
Button Action Events
LESSON 4
  • Release Outside With the pointer inside the
    button Hit area, the user presses and holds down
    the mouse button, moves the pointer outside the
    Hit area, and releases the mouse button
  • Key Press With the pointer inside the button Hit
    area, the user presses a predetermined key on the
    keyboard
  • Roll Over The user moves the pointer into the
    button Hit area

26
Button Action Events
LESSON 4
  • Roll Out The user moves the pointer out of the
    button Hit area
  • Drag Over The user holds down the mouse button,
    moves the pointer out of the button Hit area and
    then back into the Hit area
  • Drag Out With the pointer inside the button Hit
    area, the user holds down the mouse button and
    moves the pointer outside the Hit area.

27
Basic Actions
LESSON 4
  • Can be applied to a Button- To create
    interactivity
  • Can be applied to a Frame - causes the playhead
    to stop
  • More advanced actions, discussed in later units,
    can be applied to many different types of objects

28
Exercise
LESSON 4
  • Assign a stop action page C-24
  • Movie stops at the frame
  • Assign a start action page C-26
  • Movie starts at a given frame
  • Assign a goto frame action page C-8
  • Movie runs from a given frame

29
Skills Review
LESSON 4
  • File flc_3.fla
  • Page C-28

30
Unit C Tasks
SUMMARY
  • Work with symbols and instances
  • Work with Libraries
  • Create buttons
  • Assign actions to buttons
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