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Flash MX 2004 was pri-marily focused on providing support in the tool for the then-new ActionScript 2.0 language.. Keeping the cycle going, Flash CS3’s main thrust was to provide support

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Learning Flash CS4 Professional

Rich Shupe

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Learning Flash CS4 Professional

by Rich Shupe

Copyright © 2009 Rich Shupe All rights reserved

Printed in Canada

Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472

O’Reilly Media books may be purchased for educational, business, or sales promotional use Online editions are also available for most titles (safari.oreilly.com) For more information, contact our corporate/institutional sales department:

800-998-9938 or corporate@oreilly.com.

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Print History:

April 2009: First Edition

The O’Reilly logo is a registered trademark of O’Reilly Media, Inc This book’s trade dress is a trademark of O’Reilly Media, Inc Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks Where those designations appear in this book, and O’Reilly Media, Inc was aware of a trademark claim, the designations have been printed in caps or initial caps

While every precaution has been taken in the preparation of this book, the publisher and author assume no ity for errors or omissions, or for damages resulting from the use of the information contained herein

responsibil-ISBN: 978-0-596-15976-4

[F]

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Adobe Developer Library, a copublishing partnership between O’Reilly Media Inc.

and Adobe Systems, Inc., is the authoritative resource for developers using Adobetechnologies These comprehensive resources offer learning solutions to help devel-opers create cutting-edge interactive web applications that can reach virtually any-one on any platform

With top-quality books and innovative online resources covering the latest tools forrich-Internet application development, theAdobe Developer Library delivers expert

training, straight from the source Topics include ActionScript, Adobe Flex®, AdobeFlash®, and Adobe Acrobat® software

Get the latest news about books, online resources, and more at library.com.

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adobedeveloper-Foreword xv

Preface xvii

Chapter 1 Interface Essentials 1

Introduction 1

Getting to Know the Flash CS4 Interface 2

Creating a New Document 2

Using the New Application Window 3

Understanding Panels 6

Understanding the Timeline 11

Customizing Your Interface 13

Selecting and Editing a Workspace 13

Minimizing Panels 14

Grouping and Docking Panels 14

The Preferences Dialog 15

Customizing the Tools Panel 17

Keyboard Shortcuts 18

Project Progress 19

Creating Your First FLA 20

Importing Your First Asset 20

Creating Your First Shape 21

Testing Your File 22

Creating a Guide Layer 22

Adding Utility Layers 23

Saving Your File As a Template 23

The Project Continues 24 Contents

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vi

Chapter 2 Creating Graphics 25

Introduction 25

Drawing Modes 26

Merge Drawing Mode 26

Object Drawing Mode 27

Grouping and Breaking Apart 28

Drawing au Naturel 29

Drawing with Bézier Curves 29

Selecting 30

Using Fills and Strokes 30

Selecting Separately 30

Stroke Properties 31

Mining Properties with Tools 32

Working with Color 33

Pop-Up Palette 33

Swatches Panel 34

Color Panel 34

Kuler Panel 35

Using Context-Sensitive Tool Options 35

Paint Modes 35

Erase Modes 36

Transforming Assets 36

Free Transform Tool 36

Transform Panel 37

Gradient Transform Tool 37

Creating Static Text 38

Using the Spray Brush 39

Creating a Symbol 40

Project Progress 40

Creating a New File and Container Movie Clip 42

Adding Title Text and Underline 42

Adding Skills Text and Underline 44

Cascading Rectangles Primitives 45

Applying a Gradient to the Cascade 46

Adding Grime 47

The Project Continues 48

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Chapter 3 Using Symbols 49

Introduction 49

Symbol Types 50

Button 50

Movie Clip 55

Graphic 57

Converting Symbol Types 57

Creating and Editing Symbols 59

Convert to Symbol and Edit in Place 59

Insert Symbol and Edit Selected 59

Reusing Symbols 60

Using the Deco Tool 61

Vine Fill 61

Grid Fill 62

Symmetry Brush 63

Project Progress 64

Creating the Sound Controller .65

Adding ActionScript-Controlled Animation 69

The Project Continues 71

Chapter 4 Importing Graphics 73

Introduction 73

Importing Graphics 73

Importing Nonnative Formats 74

Importing from SWF 75

Importing from Adobe Photoshop 75

Importing from Adobe Illustrator 79

Importing from Other Native Formats 82

Importing an Image Sequence 83

Working with Bitmaps 83

Publish Settings 84

Bitmap Properties 84

Tracing a Bitmap 85

Using a Bitmap As a Tile 87

Project Progress 87

Importing the Interface Shell 87

Importing the Background 90

Importing the Logo 91

Importing the Lab Screen 92

The Project Continues 94

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viii

Chapter 5 Animation 95

Introduction 95

Knowing the Timeline 96

Layers 96

Frames 98

Frame Editing Controls 100

Creating Frame-by-Frame Animations 100

Editing Multiple Frames 101

Copying and Pasting Frames 101

Swap Symbols 102

Creating a Shape Tween 103

Shape Hints 105

Adding a Layer Mask 106

Creating a Motion Tween 107

Editing the Motion Path 108

Drawing a Motion Guide 109

Color Effects 112

Using Motion Presets 113

Copying Motion 114

Using the Motion Editor Panel 114

Adding Property Keyframes in the Motion Editor 116

Editing Property Curves in the Motion Editor 116

Easing 117

Adding Easing with the Motion Editor 118

Creating a Custom Easing Preset 119

Creating a Classic Tween 122

Adding Easing with the Properties Panel 122

Custom Easing 123

Classic Motion Guide 124

Project Progress 125

Inner Section Timeline Structure 126

Project-Wide Timeline Structure 130

Button Script 135

Testing Your Work 136

The Project Continues 136

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Chapter 6 ActionScript Basics 137

Introduction 137

How Much ActionScript Is Covered in This Book? 139

Introducing ActionScript Interface Elements 140

Actions Panel 140

Output Panel 142

Basic Script Grammar 143

Introducing Properties 143

Introducing Methods 143

Introducing Events and Event Listeners 144

Basic Syntax Issues 144

Dot Syntax 144

Case Sensitivity 145

Execution Order 146

Use of the Semicolon(;) 146

Evaluating an Expression 146

Absolute Versus Relative Addresses 146

Comments 147

Checking and Formatting Your Scripts 148

Variables and Data Types 150

Casting Data Types 151

Operators 152

Scope and this 153

Functions 153

Arguments 154

Return Values 154

Conditionals 155

if 155

switch 157

Loops 158

for Loop 158

while Loop 159

A Loop Caveat 160

Arrays 160

Multidimensional Arrays 161

Associative Arrays and Objects 162

Properties 163

Methods 165

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x

Events 165

Event Listeners 166

Using Mouse Events to Control Properties and Methods 168

Frame Events 170

Removing Event Listeners 171

The Display List 172

Adding and Removing Children 172

Using addChild() 173

Adding Symbol Instances to the Display List from the Library 173

Using addChildAt() 175

Removing Objects from the Display List and from Memory 176

Finding Children by Position and by Name 177

Casting a Display Object 178

Timeline Control 179

Frame Labels 181

Frame Rate 183

Project Progress 184

Chapter 3: The Deco Tool 184

Chapter 5: The Portfolio Project Navigation 185

The Project Continues 186

Chapter 7 Filters and Blend Modes 187

Introduction 187

Bitmap Caching 187

The Properties Panel 188

The ActionScript Method 188

Filters 189

Filter Inventory 189

The Properties Panel 191

The ActionScript 191

Filters in Practice 192

Blend Modes 194

Blend Mode Inventory 194

The Properties Panel 196

ActionScript 197

Blend Modes in Practice 197

Alpha Masks 197

The Timeline Limitation 198

The Blend Mode Solutions 198

The ActionScript Solution 198

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Project Progress 199

Confirming the Imported Blend Mode 199

Filters 199

The Project Continues 202

Chapter 8 3D 203

Introduction 203

Moving Objects in 3D Space 204

Translating 3D Objects 205

Rotating 3D Objects 205

Transforming Multiple Objects in 3D Space 207

Changing the 3D Center Point 208

Global Versus Local 3D Transformations 208

Global 3D Environment Settings 209

Vanishing Point 209

Perspective Angle 211

Taking Advantage of Global 3D Settings with Movie Clip Containers 212

Animating 3D Properties 213

Depth Management 215

Parallax Scrolling 216

Using ActionScript to Change 3D Properties 217

Practical Demonstrations 217

Project Progress 219

Adding Depth for Parallax Scrolling 220

Animating the Gallery 221

Adding ActionScript Control 222

Adding a Layer Mask 223

Adding the Gallery to the Main Project File 224

The Project Continues 224

Chapter 9 Components 225

Introduction 225

Adding and Configuring Components 226

Functionality Without Programming 227

Scrolling Text 227

Adding a Pinch of ActionScript 228

Triggering Actions with Buttons 228

Working Hand-in-Hand with Code 229

Navigating with Menus 229

Skinning UI Components 233

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xii

Project Progress 233

Loading an External Graphic at Runtime 233

Display Details of a Larger Image 234

The Project Continues 236

Chapter 10 Inverse Kinematics 237

Introduction 237

Anatomy of an Armature 238

Using the Bone Tool with Movie Clips 239

Authortime Mode 240

Tweening Armatures 241

Armature Easing 242

Runtime Mode 243

Joint Rotation and Translation 244

Constraining Joint Rotation 244

Enabling Joint Translation 247

Transforming Movie Clips and Armatures 248

Using the Bone Tool with Shapes 248

Using the Bind Tool 250

Adjusting Points 250

Basic ActionScript 251

Supporting Runtime Armature Use Beyond Frame 1 251

Posing an Armature with Code 252

Project Progress 254

The Project Continues 259

Chapter 11 Text 261

Introduction 261

Components 262

Using the Component Inspector Panel to Configure Text Components 262

Using ActionScript to Configure Text Components 263

Configuring Text Fields with the Flash Interface 265

Dynamic Text 265

Input Text 268

Static Text 269

Resizing Text Fields 270

Configuring Text Fields with ActionScript 270

Dynamic Text 270

Input Text 271

Formatting Text 271

Fonts 272

ActionScript 275

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Using HTML 277

Using CSS 278

Loading Text 280

Using InDesign and XFL 282

Project Progress 283

Cosmetic Assets 283

Dynamic Text Field 284

Input Text Field 285

The Project Continues 286

Chapter 12 Audio 287

Introduction 287

Supported File Formats 287

Importing Audio 288

External Audio Playback 288

Compression 289

Compressing External Sounds 290

Internal Asset-Specific Sound Properties 291

Internal File-Wide Publish Settings 292

Timeline Use 293

Sync Types 294

Repeating and Looping 295

Editing a Sound 295

Setting Volume and Pan 295

Using an External Editor 297

ActionScript Use 297

Playing a Library Sound 297

Playing an External Sound 298

Setting Volume and Pan 299

Visualizing Volume 299

Project Progress 300

Scripting the Sound Controller 300

The Project Continues 302

Chapter 13 Video 303

Introduction 303

Video Formats 304

Encoding Software 305

On2 Flix 305

Sorenson Squeeze 306

Adobe Media Encoder 307

Playing Video with the FLVPlayback Component 315

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xiv

Full-Screen Video 317

Captioning Video 318

Streaming Versus Progressive Download 319

Embedding Videos in a SWF 320

When to Embed 320

When Not to Embed 322

Project Progress 323

Adding Video 323

The Project Continues 324

Chapter 14 Publishing and Deploying 325

Introduction 325

Using a Preloader 325

The Assets 326

The ActionScript 327

Testing Your Preloader 328

Project Progress Preloader 329

Distributing External Assets 329

Deploying for Web Browsers 330

Publish Settings: Format 330

Publish Settings: Flash 331

Publish Settings: HTML 334

Deployment 337

Project Progress HTML 337

Deploying for AIR 339

Publish Settings 340

Deployment 346

Project Progress AIR 348

What’s Next? 350

Index 351

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At the time of this writing, Flash CS4 has been out in the world for

approxi-mately six months In that time, one of my responsibilities at Adobe has been

to help the Flash community get up to speed with all of the new changes Like

any software release that includes a significant number of new features, it has

been a bumpy road for some people as they adapt to the new ways of doing

things Flash CS4 has undergone some major changes to existing features, in

addition to introducing some brand new capabilities

Just for some background, the central focus for each release of the Flash

authoring tool has tended to be cyclical in nature Flash MX 2004 was

pri-marily focused on providing support in the tool for the then-new ActionScript

2.0 language Following that, Flash 8 unveiled a slew of new designer options,

like filter effects, bitmap manipulation, and alpha channel video support

Keeping the cycle going, Flash CS3’s main thrust was to provide support

for the great new ActionScript 3.0 language Noticing the pattern here? Well,

designers will be happy to know that the cycle remains intact Flash CS4 is

packed with features dedicated to the creative professional

Probably the biggest change, and the thing you will notice right off the bat, is

the entirely new animation and timeline model For years the Flash

commu-nity has been asking for an animation system similar to that found in tools

like After Effects Well, Adobe has listened and has completely revamped the

way in which you create timeline animations The repetitive creation and

modification of keyframes is a thing of the past, as Flash will now

automati-cally create the necessary keyframes as you manipulate your objects on the

timeline A full-featured motion editor has also been added, giving you fine

control over your animations

Another request that we have gotten for years is for 3D support within Flash

With Flash Player 10, we now have the capability to manipulate any display

object in 3D space There are some new tools in Flash CS4 to support these

features, and they make creating 3D effects no more difficult than creating

any other type of animation

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xvi

Character animators will be very happy to find support for inverse ics (IK) in Flash CS4 IK allows designers to create bones between movie clips, and within shapes, to create animations that adhere to the constraints of a skeletal structure This system is not just for characters, either, and can be used to create a wide array of animation effects

kinemat-I could go on and on talking about the features in this exciting new version

of Flash I could talk about the new user interface, the new Spray and Deco drawing tools, the new Project panel, and the enhanced integration with Adobe Flex I could do that, but I’m going to let a much better writer than myself, Rich Shupe, take over from here

I remember seeing Rich speak at my very first Flash Forward conference in New York and was extremely impressed with his knowledge and methods

of teaching Through my own years of teaching Flash, I know how hard

it is to explain some of the seemingly unexplainable parts of our amazing

platform Rich definitely has a knack for finding ways to make these areas understandable

In addition to the book that you’re holding right now, Rich is also the writer

of Learning ActionScript 3.0: A Beginner’s Guide (O’Reilly), which I consider

to be one of the best ActionScript books ever written In fact, you will find a quote from me on the cover of newer versions of the book stating just that Rich’s writing style and true mastery of Flash makes learning the new ver-sions of Flash and ActionScript easier than I ever imagined That book also makes an excellent companion to this one, giving you a well-rounded library

of knowledge on Flash

I would also like to take a moment to thank O’Reilly for being committed to producing this book in full color I can’t tell you how much more engaging a book like this is when the code samples and screenshots look exactly as they

do on your own computer screen Beyond just being pretty to look at, the full-color treatment greatly enhances the learning experience as well

Rich has structured this book in a project format, which is no easy task I find

it to be really refreshing that readers will actually be building something ful at the same time that they are learning the new software While reading a prerelease version of this book, I actually learned many new techniques that

use-I didn’t know about—and use-I work for Adobe—so use-I’m confident that you will find it an extremely rewarding experience

—Lee Brimelow

Flash Platform Evangelist, Adobe

San Francisco, 2009

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A Dynamic Duo

The book you hold in your hand is one of a pair It’s not a left sock or a single

cufflink, because it’s unique and it’s still of use without its mate It’s more like

a fraternal twin or, perhaps more appropriately, the A–M volume of two-tome

encyclopedia The volumes are linked, and they share common ancestry and

a common vision, but they exist perfectly well on their own

The book you’re reading now is your first ace in the proverbial hole, and

focuses on the Flash CS4 Professional application This book will teach you

how to draw and import graphics; use text, sound, and video; and even

posi-tion objects in 3D space and create a moveable skeletal arm—all without any

programming at all

The second bullet is Learning ActionScript 3.0 (O’Reilly) and covers

ActionScript, Flash’s internal scripting language responsible for making Flash

projects interactive Learning ActionScript 3.0 picks up ActionScript where

this book leaves off It takes an introductory chapter nestled within 13 other

chapters of application goodness and expands it into coverage that includes

the bulk of ActionScript 3.0’s core features

Why were these books conceived as a pair? Simply put, each book was

designed to better deliver its share of the knowledge lode Each book works

better independently than if both volumes were encumbered by tying

every-thing together into one 700-page disc-slipper This book introduces the

Flash application to users who may never have seen it before Its companion

volume assumes familiarity with the Flash interface and is, therefore, able to

concentrate solely on the ActionScript language

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xviii

Can I See Your Portfolio?

Don’t be deceived by these carefully laid plans In addition to having an independent streak, this book also teaches its fair share of ActionScript Why bother when its companion volume is waiting to be read? For one reason, ActionScript is as much a part of Flash as its Timeline panel Writing a book about Flash without talking about ActionScript is like writing about Sherlock Holmes and neglecting to mention Watson

For another reason, this book is project-based and you can’t get very far with

a project of any significant scale without using ActionScript Its project is a leading player in this book, to be sure, but it’s not the only act in town In each chapter, topics are first introduced to you in short, digestible exercises that convey an idea, demonstrate a tool, or explain a script’s syntax Only at the end of each chapter, in a reinforcing, real-world scenario, are these skills applied to the ongoing portfolio you will build by book’s end

The portfolio itself is unique, too Designed not to hinge on a conventional project that trudges through every chapter, this book takes a different path

on its way to your studio The project herein was conceived to be more than

a standard top- or left-frame navigation website The portfolio was created to highlight all the major features that Flash CS4 Professional has to offer and

to push the limits of the average Flash authoring experience

Assets were intentionally designed to create problems to solve, such as how best to add expressive movement to a complex animation and how to opti-mize large files for quicker download Design ideas were chosen because they offered opportunities to solve these and other problems in creative ways Yes, the book was planned so that you don’t have to invest a lot of time in a project you have no interest in building Yet if you do choose to practice what you’ve learned in each chapter by applying your new skills to on ongoing project, you’ll hone your chops that much quicker

Who This Book Is For

This book is aimed at Flash designers and developers who are picking up Flash CS4 Professional for the first time, as well as users upgrading from prior versions who are looking to acquaint themselves with the version’s new features

No prior experience with Flash is necessary to enjoy this book, as you learn the Flash interface from the ground up, but there are plenty of new features

of which veteran Flash designers and developers can take advantage

Reading through this preface and looking over a few sample chapters will increase the chances that you’ll be happy with the content and straightfor-ward approach adopted herein

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