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Master the latest version of Flash with this revised edition ofa perennial bestsellerFlash enables you to create animations and can also be used tobuild an interactive, multimedia Web site. Completely enhanced andrevised, this must-have reference covers everything you need toknow to learn and master the latest version of Flash. Top Flashtrainer and author Todd Perkins provides you with unparalleledcomprehensive coverage of tips, tricks, and techniques that youwon't find in any other resource. The reader-friendly formatwill appeal to both the novice as well as the accomplishedprofessional and everyone in between.* Serves as a comprehensive reference on all the latest updatesand enhancements to the newest version of Flash Professional* Appeals to both novice and experienced Flash developers andfunctions as their guide to the capabilities and possibilities ofthe new Flash* Written by an experienced Adobe Flash instructor who is adeptat making difficult topics easy to understand* Includes a CD-ROM that features trial software, add-ons,plug-ins, shareware, templates, and examplesFlash CS5 Professional Bible is an ideal resource to gofrom learning to mastering the latest version of Flash in aflash!

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Flash® Professional CS5 Bible

Table of Contents

Part I: An Introduction to Flash Web Production

Chapter 1: Understanding the Adobe Flash CS5 Blueprint

The Key Is Integration

The topography of Flash CS5

File types in Flash CS5

The Many Worlds of Flash CS5

Bitmap handler

Vector-based drawing program

Vector-based animator

Video engine

Audio player

Multimedia authoring program

Animation sequencer

Programming and database front end

Desktop application authoring program

iPhone application development program

Summary

Chapter 2: Exploring Web Technologies

Contextualizing Flash in the Internet Evolution

High expectations for Web experiences

To Flash or not to Flash?

Alternative methods of multimedia authoring

Exploring Companion Technologies

HTML is here to stay

Client-side scripting using JavaScript

The world of Web services

Adobe server technologies

Recognizing Project Potential

Linear presentations

Interactive presentations

Data-driven presentations

Data-driven applications (or Rich Internet Applications)

Summary

Chapter 3: Planning Flash Projects

Workflow Basics

Phase I: Establishing the concept and goals

Phase II: Producing, testing, and staging the presentation

Using the Project Panel in Flash CS5

1. Establishing a project structure

2. Creating the project in Flash CS5

3. Changing project and panel preferences

4. Opening and editing files in the project

5. Publishing the entire project

Summary

Part II: Mastering the Flash Environment

Chapter 4: Interface Fundamentals

Getting Started

Welcome to Flash CS5

Start Page

Help menu options

The Flash CS5 interface on Macintosh and Windows

What to expect from the Properties panel

Managing Windows and Panels

Contextual menus

Floating and docking panels

Focus: Making panels or windows active

Creating custom workspace layouts

Keyboard shortcuts

The Tools Panel

Controlling the Tools panel

Reading the Tools panel

Using Tool options

Customizing the Tools panel

The Document Window

Controlling the Document window

Reading the Document window

Using scenes

Using Document window menu options

Working with Flash templates

The Timeline Window

Controlling the Timeline window

Using the Timeline Controller toolbar

Reading the Timeline

Editing frames and layers

Using Frame View options

Printing

Summary

Chapter 5: Drawing in Flash

Using Geometric Shape Tools

The Oval tool

The Oval Primitive tool

The Rectangle tool and Rectangle Primitive tool

Join and Miter settings

The PolyStar tool

The Line tool

Using Drawing Tools

The Pencil tool

The Brush tool

The Eraser tool

Creating Precise Lines and Bezier Curves with the Pen Tool

Using Fill and Stroke Controls

Choosing colors

Choosing line styles

Controlling stroke Scale behavior

Optimizing Drawings

Putting Selection Tools to Work

The Selection tool

The Lasso tool

The Subselection tool

Designing and Aligning Elements

Simplifying snapping settings

Design panels

The Edit Menu

Creating Patterns with Symbols Using the Spray Brush Tool and the Deco Tool

Applying random “ink” with the Spray Brush tool

Creating order and pattern with the Deco tool

Summary

Chapter 6: Symbols, Instances, and the Library

Understanding the Document Library

Working with Common Libraries and External Libraries

Working with multiple Document Libraries

Reading the Library panel

Organizing Library panels

Defining Content Types

Raw data

Drawing objects and shape primitives

Groups

Native symbols

Imported media elements

Editing Symbols

Modifying a symbol in Edit mode

Editing a symbol in a new window

Editing a symbol in place

Editing symbols from the Library

Returning to the Main Timeline or scene

Modifying Instance Properties

Applying basic color effects to symbol instances

Changing the symbol type of an instance

Swapping symbols

Building Nested Symbol Structures

Converting a raw shape into a Graphic symbol

Using Graphic symbols in a button

Animating Graphic symbols in a Movie Clip

Adding a Movie Clip to a Button symbol

Modifying a MovieClip instance

9-Slice Scaling for Movie Clip Backgrounds

Using the Movie Explorer

Filtering buttons

The display list

The Movie Explorer Options menu

The contextual menu

Using Authortime Shared Libraries

Summary

Chapter 7: Applying Color

Introducing Color Basics

Discussing Web-safe color issues

Using hexadecimal values

Using color effectively

Working in the Swatches Panel

Swatches panel options

Importing custom palettes

Using the Color Panel

Adjusting fill and stroke transparency

Working with gradient fills

Controlling gradient fill colors

Using alpha settings with gradients

Selecting bitmap fills

Working with Droppers, Paint Buckets, and Ink Bottles

Summary

Chapter 8: Working with Text

Considering Typography

Text Field Types in Flash

Editable text fields

The Text Tool and the Properties Panel

Working with the Text tool

Setting text attributes in the Properties panel

Controlling flow between multiple text fields

Font Export and Display

Smoothing text with anti-alias settings

Understanding device fonts

Working with the Use Device Fonts setting

Troubleshooting font display

Controlling font substitution

Font Symbols and Shared Font Libraries

Creating a font symbol

Updating font symbols at authortime

Using font symbols in runtime shared libraries

Modifying Text

Editing text manually

Moving beyond the box with live filter effects

Summary

Chapter 9: Modifying Graphics

Sampling and Switching Fills and Strokes

The Eyedropper tool

The Ink Bottle tool

The Paint Bucket tool

Using the Paint Bucket Gap size option

Using the Paint Bucket Lock Fill option

Transforming Gradients and Bitmap Fills

Adjusting the center point with the Gradient Transform tool

Rotating a fill with the Gradient Transform tool

Adjusting scale with the Gradient Transform tool

Setting gradient fill overflow styles

Skewing a bitmap fill with the Gradient Transform tool

Gradient Transform Used for Lighting Effects

Applying Modify Shape Menu Commands

Convert Lines to Fills

Creating scalable artwork

Expand Fill

Soften Fill Edges

Free Transform Commands and Options

The Transform panel

The Modify Transform menu

The Free Transform tool

Transforming shapes, symbols, text, and groups

Manipulating Symbols in 3D Space

Controlling the camera view: Perspective and vanishing point

Transforming symbols with the 3D Rotation tool

Moving symbols with the 3D Translation tool

Modifying Item Types

Stacking order

Grouping

Applying Break apart

About the Magic Wand option

Tracing bitmaps

Working with Drawing Objects and Combine Object Commands

Working with Compound Shapes

Editing with Find and Replace

Using the History Panel

Replay Steps

Copy Steps

Clear History

History View

Save As Command

Summary

Part III: Creating Animation and Effects

Chapter 10: Timeline Animation and the Motion Editor

Basic Methods of Flash Animation

Frame-by-Frame Animation

Adding keyframes

Creating frame-by-frame animation

Modifying Multiframe Sequences

Onion skinning

Editing multiple frames

Using Tweens for Animation

Shape tweening

Adding shape hints

Motion tweening

Modifying motion tween properties

Working with motion tween spans and layers

Editing motion paths

Adding control to animation along a motion path

Working with motion presets

Adjusting Easing and Tween Properties with the Motion Editor

Controlling property views in the Motion Editor

Editing tween curves and property key frames

Eases and custom eases

Animating 3-D properties

Integrating Multiple Animation Sequences

Moving tweens onto symbol timelines

Organizing symbol instances on the Main Timeline

Reusing and Modifying Tweened Symbol Instances

Creating IK Armatures with the Bone Tool and Bind Tool

Adding Spring to IK animations

Animating shapes with IK

Runtime bitmap caching

Bitmaps

Make Flash work for you

Summary

Chapter 11: Applying Filters, Blends, Guides, and Masks

Applying Filters in Flash

Adding and adjusting filters

Creating dimensional shadows

Combining filters and saving custom presets

Animating filters with motion tweens

Using the Motion Editor to control filter interpolation

Controlling Color: Properties versus Filters

Adjust Color filter

Color properties

Using advanced color effects: Understanding relative and absolute color settings

Layering Graphics with Blend Modes

Understanding blend modes

Applying basic blends

Applying compound blend modes: Alpha and Erase

Creating an animated Alpha blend

Working with Special Layer Types: Guides and Masks

Using guide layers

Adding masks

Masking with a filled shape

Masking with a group

Masking with a symbol instance

Masking text

Using Distribute to Layers

Summary

Part IV: Integrating Media Files with Flash

Chapter 12: Adding Sound

Identifying Sound File Import and Export Formats

Import formats

Export formats

Importing Sounds into Flash

Assigning a Sound to a Button

Adding Sound to the Timeline

Organizing Sounds on the Timeline

Enhanced viewing of sound layers

Organizing sound layers with a layer folder

Synchronizing Audio to Animations

Event

Start

Stop

Stream

Stopping Sounds

Stopping an event sound

Stopping a single instance of a stream sound

Stopping all sounds

Editing Audio in Flash

Sound-editing controls

Applying effects from the Effect menu of the Properties panel

Sound Optimization Overview

Publish Settings for Audio

The Set options

Supporting audio and MP3 playback

Fine-Tuning Sound Settings in the Library

Settings for audio in the library

Combining methods for controlling sounds

Final Sound Advice and Pointers

VBR (Variable Bit Rate) MP3

Optimizing sounds for bandwidth usage

Extracting a sound from a Flash document

Summary

Chapter 13: Importing Artwork

Defining Vectors and Bitmaps

Knowing the File Formats for Import to Flash

Preparing Bitmaps

Preserving Bitmap Quality

Importing and Copying Bitmaps

Importing sequences

Working with layered bitmap files

Copying and pasting a bitmap into Flash

Applying color effects, alpha, and filters to bitmaps

Setting Bitmap Properties

Being prepared for common problems

Cross-browser consistency

Using the Bitmap Buttons in the Properties Panel

Swap

Edit

Making Sense of Bitmap Compression

24-bit or 32-bit lossless source files

8-bit lossless source files

Source files with lossy compression

Converting Rasters to Vectors

Using External Vector Graphics

Importing Vector Artwork

Copying and pasting a vector image into Flash

Importing Adobe Illustrator files

Optimizing Vectors

Interpreting complex vector artwork

Converting text to outlines

Optimizing curves

Runtime bitmap caching

Working with XFL: The New Flash Format

Summary

Chapter 14: Displaying Video

Integrating Video: The Solutions

Loading a Flash Video file at runtime

Real-time streaming a Flash Video file at runtime

Embedding video into a Flash movie

Importing the Video

An overview of codec options

Compressing video with Adobe Media Encoder CS5

Using the Video Import wizard

Deploying video files with Flash CS5

Working with the Component parameters

Using FLVPlayback Custom UI components

Adding Cue Points

Working with Video Alpha Channels

Live action footage

Summary

Part V: Adding Basic Interactivity to Flash Movies

Chapter 15: Understanding Actions and Event Handlers

Actions and Event Handlers

What is ActionScript?

Navigating the Actions panel

A brief primer on code syntax

Your First Five Actions

gotoAndPlay() and gotoAndStop()

nextFrame() and prevFrame()

nextScene() and prevScene()

play() and stop()

navigateToURL()

Making Actions Happen with Event Handlers

Using the Code Snippets panel

Combining an action with an event handler to make a functioning button

The Flash event handlers

Creating Invisible Buttons and Using navigateToURL

Summary

Chapter 16: Building Timelines and Interactions

A Brief History of Movie Clips: The Key to Self-Contained Playback

How Movie Clips interact within a Flash movie

One movie, several timelines

Targets and Paths Explained

Absolute paths

Relative paths

Targeting Movie Clips in Flash CS5

Summary

Chapter 17: Making Your First Flash CS5 Project

The Main Timeline As the Site Layout

Creating a plan

Setting up a local folder structure

Determining Flash movie properties

Mapping presentation areas to keyframes

Creating content for each area

Adding Navigation Elements to the Main Timeline

Creating text buttons for a menu

Browsing the video items

Text Scrolling with the TextArea Component

Using the Custom BlurFader Component

Making the Movie Accessible

Summary

Part VI: Distributing Flash Movies

Chapter 18: Publishing Flash Movies

Testing Flash Movies

Using the Test Scene or Test Movie command

Using the Bandwidth Profiler

Using the size report

Publishing Your Flash Movies

Publish Settings

Selecting formats

Using the Flash settings

Using the HTML settings

Using the GIF settings

Using the JPEG settings

Using the PNG settings

Creating Windows and Mac projectors

Publish Preview and Publish Commands

Using Publish Preview

Using Publish

Using Publish Profiles

Summary

Chapter 19: Integrating Flash Content with Web Pages

Writing Markup for Flash Movies

Using the <object> tag

Using the <embed> tag

Detecting the Flash Player

Plug-in versus ActiveX: Forcing content without a check

Detecting the Flash Player with Flash CS5

Detecting the Flash Player with SWFObject

Using Flash Movies with JavaScript and DHTML

A word of caution to Web developers

Understanding how Flash movies work with JavaScript

Changing HTML attributes

Adding a percentLoaded() method

Summary

Chapter 20: Using the Flash Player and Projector

Using the Stand-Alone Flash Player and Projector

Creating a projector

Distribution and licensing

Distribution on CD-ROM or DVD-ROM

Stand-Alone Limitations and Solutions

Using the Flash Player Plug-In for Web Browsers

Supported operating systems

Supported browsers

Plug-in and Flash movie distribution on the Web

Plug-in installation

Using the Settings in Flash Player 6 and Later

Privacy

Local Storage

Microphone

Camera

Player Utilities

Summary

Chapter 21: Creating Adobe AIR Applications Using Flash CS5

Understanding Adobe AIR

Learning security differences between standard Flash Player and AIR

Creating a simple AIR application

Understanding additional AIR APIs

Publishing and Sharing AIR Applications

Preparing to publish an AIR app

Publishing an AIR application

Distributing an AIR Application

Summary

Chapter 22: Using Flash to Create iPhone Applications

Understanding Flash on the iPhone

Learning how it works

Differences when working with Flash for iPhone development

Preparing to Develop iPhone Apps

Joining the Developer Program

Obtaining your device's ID

Requesting a development certificate

Downloading your development certificate

Creating a provisioning profile for your device

Creating a .p12 version of your certificate

Creating an application identifier

Publishing a IPA file from Flash

Using a default loading image

Getting the IPA file on your iPhone

Building a Flash iPhone Application

Understanding performance in Flash iPhone applications

Summary

Part VII: Appendixes

Appendix A: Using the CD-ROM

Appendix B: Guest Experts' Information

Appendix C: Digital Audio Basics

What is sound?

What affects the quality and size of sound files?

Appendix D: Digital Video Basics

Source format

Image quality

Sound quality

Subject matter

Flash® Professional CS5 Bible

Todd Perkins

Flash® Professional CS5 Bible

Published byWiley Publishing, Inc.111 River St.Hoboken, NJ 07030-5774www.wiley.comCopyright © 2010 by Wiley Publishing, Inc., Indianapolis, Indiana

Library of Congress Control Number: 2010929311

ISBN: 978-0-470-60228-7

Manufactured in the United States of America

10 9 8 7 6 5 4 3 2 1

Published by Wiley Publishing, Inc., Indianapolis, IndianaPublished simultaneously in Canada

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions.

Limit of Liability/Disclaimer of Warranty: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ.

For general information on our other products and services or to obtain technical support, please contact our Customer Care Department within the U.S. at 877-762-2974, outside the U.S. at 317-572-3993 or fax 317-572-4002.

Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books.

Trademarks: Wiley, the Wiley logo, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. Adobe and Flash are registered trademarks of Adobe Systems Incorporated in the United States and/or other countries. All other trademarks are property of their respective owners. Wiley Publishing, Inc. is not associated with any product or vendor mentioned in this book.

About the Author

As a lifelong fan of animation, Todd's childhood dream was to become a cartoonist. In 2000, Todd had an opportunity to create his first Web site, and at the time, Flash was a popular tool for doing so. He quickly fell in love with Flash, and a few years later got a job as a Flash designer at a graphic design company. After gaining real-world experience using Flash to develop Web sites, Todd decided to become a Flash consultant, using his skills to help others master Flash. Since then, Todd has written several books, including Flash CS3 Hands on Training, ActionScript 3.0 in Flash CS3 Hands on Training, Nintendo Wii Flash Game Creator's Guide, and Search Engine Optimization for Flash. He has also recorded a vast array of video titles about Flash and ActionScript for Lynda.com, including Flash CS5 Essential Training, ActionScript 3.0 in Flash CS4 for Designers, Object Oriented Programming in ActionScript 3.0, and several others. Todd also speaks at conferences, trains in classrooms, and has taught Flash to employees in several major organizations including Disney, Boeing, and Los Angeles Times. Todd also loves to create Flash applications and games, and has created Web sites and apps for clients, such as Chris Orwig and Douglas Kirkland.

When Todd is not teaching Flash or creating Flash applications, he enjoys playing video games, and spending quality time with his wife and son in southern California.

Credits

Acquisitions Editor

Aaron Black

Project Editor

Beth Taylor

Technical Editor

Zachary Szukala

Copy Editor

Beth Taylor

Editorial Director

Robyn Siesky

Business Manager

Amy Knies

Senior Marketing Manager

Sandy Smith

Vice President and Executive Group Publisher

Richard Swadley

Vice President and Executive Publisher

Barry Pruett

Project Coordinator

Katherine Crocker

Graphics and Production Specialists

Jennifer MayberryRonald G. Terry

Quality Control Technicians

Laura AlbertRebecca Denoncour

Proofreader

Christine Sabooni

Indexer

Potomac Indexing, LLC

Media Development Project Manager

Laura Moss

Media Development Assistant Project Manager

Jenny Swisher

Media Development Associate Producer

Josh Frank

Preface

In 1997, Macromedia acquired a small Web graphics program, FutureSplash, from a company named FutureWave. FutureSplash was a quirky little program with the astounding capability to generate compact, vector-based graphics and animations for delivery over the Web. With Macromedia's embrace, Flash blossomed. In 2005, Adobe Systems, Inc. acquired Macromedia and, in three short years, has successfully integrated Flash into their family of powerhouse graphics, video, and design software. Not only has the Flash platform obtained ubiquity, but Flash content is now more easily created across a wide range of professional software applications. The Flash Player plug-in ships with most major browsers and operating systems. Flash graphics appear not only all over the Web, but also on television and movie screens, on phones, on kiosks, and even in art galleries.

As the Web-surfing public and the development community have continued to demand more of Flash, Adobe has delivered. After Creative Suite 3 was released, Adobe went out into the world and sat with people using its programs to see what they used, what they needed, and how the next generation of Creative Suite tools could support daily workflow and specialize tasks more effectively. The result is a release that promotes expressiveness and enhances efficiency while encouraging best practices in development — a functional and an inspiring combination that has earned rave reviews from visual designers and code-oriented developers at all levels.

The Flash CS5 Professional interface is consistent with other Creative Suite 5 (CS5) products; it has tool options and other editing features contained in streamlined panels and lots of important changes to the authoring environment. The Mac interface is nearly 100 percent identical to the Windows interface, with support for docked panels, tabbed panels, and enhancements to the coding environments in Flash CS5 and Dreamweaver CS5.

Flash movies can communicate directly with server-side scripts and programs, using standard URL-encoded variables, XML-formatted structures, Web services, or powerhouse data transfers from Flash Remoting–enabled servers. Sounds can be imported and exported as MP3 audio for high-quality music on the Web at the smallest file sizes. Flash Player 10 supports nearly every Web file format you'll ever come across. Loading of JPEG, PNG, GIF, MP3, FLV, AAC, and H.264 video content streamlines production and maintenance of dynamic high-volume media sites. The updated FLVPlayback component and the addition of custom tools, custom effects, and behaviors offer Flash users of all skill levels some exciting possibilities. Evidence of the dominance of the Flash format can be found in the wide range of third-party developers creating applications that output to the Flash movie format (.swf files). Flash has fulfilled its promise of becoming the central application for generating interactive content for delivery on the Web; the potential only seems to expand as more developers tap into the data-handling power of Flash and its increasingly sophisticated graphics capabilities as it continues to grow beyond the computer screen.

Is there any other Flash book for you?

Adobe Flash CS5 Professional Bible is the most comprehensive and exhaustive reference on Flash. It helps you get started on your first day with the program and will still be a valuable resource when you've attained mastery of the program. When you're looking for clues on how to integrate Flash with other programs so that you can deliver unique and compelling content in the Flash format, you'll know where to turn. We've put significant effort into this edition, updating all ActionScript content to use ActionScript 3.0, the most recent version of the ActionScript language available in Flash Player 9 or higher.

Flash is not just a single tool. You can think of Flash as a multitasking application. It's an illustration program, an image/sound/video editor, an animation machine, and a scripting engine, all rolled into one. In this book, we look at each of these uses of Flash and explain how all the features work together.

To address advanced scripting topics and more server-side development issues, Roger Braunstein, Mims Wright, Josh Noble, and Joey Lott have written the ActionScript 3 Bible (Wiley, 2007) to fully address advanced use of the ActionScript 3.0 scripting language. If you're already adept at creating animation and basic interactive interfaces in Flash and you want to expand your knowledge of more complex coding techniques, you may want to compare the table of contents in this book with that of ActionScript Bible to determine which book covers the topics you're most interested in.

How to Get the Most Out of This Book

Here are some things to know so you can get the most out of this book:

First, to indicate that you need to select a command from a menu, the menu and command are separated by an arrow symbol. For example, if we tell you to select the default workspace layout from the Flash application menu, the instructions will say to choose Window ⇒ Workspace ⇒ Essentials.

Parts I and II of the book are entirely dedicated to project planning and getting familiar with the Flash interface. Parts III and IV explain how to generate animation and integrate other media files into your Flash movies. Parts V through VIIgradually introduce you to the power of ActionScript and show you how to take advantage of Flash components to quickly create dynamic applications that support live data. Although this book was written to take a beginner by the hand, starting from page one, you can also use it as a reference. Use the index and the table of contents to find what you're looking for, and just go there, or jump in anywhere. If you already know Flash and want to get some details on sound, for example, just go to any of the chapters in Part IV, “Integrating Media Files with Flash.”

This is a real-world production book: We've worked hard to ensure that our lessons, examples, and explanations are based on professional conventions. The CD-ROM that accompanies this book contains many of the source Flash project files (.fla), with original artwork and ActionScript for the examples and lessons in the book. You can also find sample video files to encode with Flash video!

Icons: What Do They Mean?

Although the icons are pretty standard and self-explanatory (they have their names written on them!), here's a brief explanation of what they are and what they mean.

Tip

Tips offer you extra information that further explains a given topic or technique, often suggesting alternatives or workarounds to a listed procedure. •

Note

Notes provide supplementary information to the text, shedding light on background processes or miscellaneous options that aren't crucial to the basic understanding of the material. •

Caution

When you see the Caution icon, make sure you're following along closely to the tips and techniques being discussed. Some external applications may not work exactly the same with Flash on different operating systems and some workflows have inherent risks or drawbacks. •

Cross-Reference

If you want to find related information to a given topic in another chapter, look for the Cross-Reference icons. •

New Feature

The New Feature icons point out differences between Flash 8 and previous versions of Flash. •

Web Resource

For related information, resources, or software available online, look for the Web Resource icons. •

On the CD-ROM

This icon indicates that the CD-ROM contains a related file and points you to the folder location. •

How This Book Is Organized

This book has been written in a format that gives you access to need-to-know information very easily in every section (or part) of the book. If you are completely new to Flash, then you'll want to read Parts I through VI. After you have developed a familiarity with the Flash interface and the new drawing and effects tools, you can proceed to Parts VII and VII. We've included step-by-step descriptions of real Flash projects to help you “leap” from the intro topics to the advanced topics. These sections of the book guide you through the production process, helping you apply ActionScript and production techniques that may be new to you.

If you've already used Flash, then you may want to review the changes to the Flash CS5 interface in Part I, and then jump right into other specific parts to learn more about animation, ActionScript, creating artwork and content in other applications, integrating Flash with HTML, and using Flash to publish iPhone applications. There are many new features and workflow enhancements for new and experienced users alike in every section of the book, so even if you've done a lot of work in Flash, it's worth scanning each part for an introduction to new tools and techniques.

Part I: An Introduction to Flash Web Production

The first part of this book explores the Flash file format and how Flash CS5 fits into the evolution of the program (Chapter 1), explains the context in which Flash movies interact on the Web (Chapter 2), and gives an overview of multimedia planning and some specific techniques and suggestions that will make your Flash project development less painful and more productive (Chapter 3).

Part II: Mastering the Flash Environment

This part gives you all the information you need to feel comfortable in the Flash CS5 authoring environment. Get an introduction to, and some tips for, customizing the Flash UI (Chapter 4). Learn where to find your drawing tools and how to use them efficiently (Chapter 5), and then discover all the ways that Flash helps you to organize and optimize project assets (Chapter 6). Learn key color concepts relevant to multimedia production and find out why Flash has the best color tools yet (Chapter 7). Jump into using text-editing tools and see how to get the best-looking type and the smallest file sizes in your Flash projects (Chapter 8). Finally, learn how to modify text and graphics to get the most out of your Flash artwork (Chapter 9).

Part III: Creating Animation and Effects

After you've learned how to find your way around the Flash interface and how to create static graphics, you can learn to make things move and how to work with different symbol types to optimize your animation workflow (Chapter 10). Then, add polish and pizzazz with Flash filter effects and blend modes (Chapter 11).

Part IV: Integrating Media Files with Flash

Now that you're fluent in the Flash workspace, take your projects to the next level by adding sound, special graphics, and video assets. In Chapter 12, you learn the basics of digital sound, and how to import, optimize, and export high-quality sound for different types of projects. Chapter 13 gives you an overview of how to bring vector or raster artwork from other programs into Flash and how to protect image quality while optimizing your Flash movies. Chapter 14 introduces the exciting video features of Flash CS5 and the new Adobe Media Encoder CS5 application, including the use of the high-quality AVC/H.264 video codec and adding ActionScript cue points without writing ActionScript code.

Part V: Adding Basic Interactivity to Flash Movies

Learn how to start using Flash actions to create interactive and responsive presentations. Get oriented in the Flash CS5 Actions panel and fundamental ActionScript in your movies (Chapter 15). Use ActionScript in Flash movies to control internal elements on multiple timelines, such as nested Movie Clips (Chapter 16). Finally, use Flash CS5 to create your first full application (Chapter 17).

Part VI: Distributing Flash Movies

You need to learn how to export (or publish) your Flash presentations to the .swf file format for use in an HTML document, or within presentations in other formats. Chapter 18 details options in the Flash CS5 Publish settings, and provides tips for optimizing your Flash movies in order to achieve smaller file sizes for faster download performance. If you prefer to hand-code your HTML, read Chapter19, which describes how to use the <embed> and <object> tags and how to create plug-in detection systems for your Flash movies using the SWFObject JavaScript library. If you want to find out how to create a Flash stand-alone projector, or use the Flash stand-alone player, check out Chapter 20. Learn how to publish cross-platform applications using Adobe AIR in Chapter 21. In Chapter 22, use Flash to create iPhone applications and learn how to get those apps on your iPhone and in the App Store.

Getting in Touch

Check Appendix B to learn more about this book's various contributors and guest experts, including URLs of their work and contact information for people who don't mind being contacted directly by our readers.

For quality concerns or issues with the CD-ROM, you can call the Wiley Customer Care phone number: (877) 762-2974. Outside the United States, call 1 (317) 572-3994, or contact Wiley Customer Service by e-mail at [email protected]. Wiley Publishing, Inc. will provide technical support only for CD-ROM installation and other general quality-control items; for technical support on the applications themselves, consult the program's vendor.

Adobe Wants to Help You

Adobe has created a Feature Request and Bug Report form to make it easier to process suggestions and requests from Flash users. If you have an idea or feature request for the next version or you find a bug that prevents you from doing your work, let the folks at Adobe know. You can find the online form at www.adobe.com/support/email/wishform.

The simple fact is this: If more users request a specific feature or improvement, it's more likely that Adobe will implement it.

Regardless of your geographic location, you always have access to the global Flash community for support and the latest information through the Adobe online forums at www.adobe.com/cfusion/webforums/forum/index.cfm?forumid=15.

For inspiration and motivation check out the Site of the Day, weekly features, and case studies at www.adobe.com/showcase.

This book would not have been possible without the dedication and talent of many people. Although much of the content in this edition has changed to reflect changes in the tools, there is also a good deal of content from dedicated contributors that has been carried over from the previous edition. We are always grateful for the added breadth and depth the tutorials from our guest experts bring to the content. First and foremost, we would like to thank the Flash development community. In our combined experiences in research and multimedia production, we haven't seen another community that has been so open, friendly, and willing to share advanced tips and techniques. It has been gratifying to be involved as the community keeps expanding and to see the innovators in the first wave of Flash development become mentors to a whole new generation. Thank you all for continuing to inspire and challenge audiences and each other with the possibilities for Flash.

I would like to thank everyone at Wiley Publishing who supported us as we researched and revised, week after week. A Flash Bible production team can't steer itself — our gratitude goes to Aaron Black, the acquisitions editor, and Beth Taylor, the project editor. Zachary Szukala, the technical editor, was instrumental in helping me keep our material honest and effective.

Of course, this book about Flash wouldn't even exist without the hard work of the people at Adobe who make it all possible. Many thanks to the developers, engineers, and support staff at Adobe, especially Jay Armstrong, for answering so many of my questions. I am also indebted, as always, to all our intrepid fellow developers and authors, who helped us to get our bearings in early versions of Flash CS5.

Part I: An Introduction to Flash Web Production

IN THIS PART

Chapter 1Understanding the Adobe Flash CS5 BlueprintChapter 2Exploring Web TechnologiesChapter 3Planning Flash Projects

If you're new to Flash or to multimedia production, this section gets you started on the right foot. If you are a veteran Flash user, this section gives you some perspective on the evolution of Flash and the workflow options available in Adobe Flash CS5.

Chapter 1 provides a comprehensive overview of the strengths and weaknesses of the Flash format and some background on where Flash came from and how it has evolved. Chapter 2 explores the various ways that Flash movies interact with other Web formats and introduces some of the issues that need to be considered when planning for specific audiences. Chapter 3 has expanded coverage of strategies for multimedia project planning, including descriptions of how to create flowcharts, site maps, and functional specification documents.

Chapter 1: Understanding the Adobe Flash CS5 Blueprint

IN THIS CHAPTER

Exploring the uses of Flash CS5Identifying Flash file typesIntroducing the structure of Flash documents

Since its humble beginnings as FutureSplash in 1997, the Flash authoring tool and the Flash platform have matured into a powerful tool for deploying a wide range of media content. With every new version released, the possibilities have increased for imaginative and dynamic content creation — for the Web and beyond. After Adobe acquired Macromedia in 2005, Adobe has expanded Flash capabilities in several Creative Suite products, as well as development tools such as Adobe Flex Builder. The Adobe user interface is consistent across powerhouse applications such as Adobe Photoshop, Adobe Flash, and Adobe Illustrator.

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!

Lesen Sie weiter in der vollständigen Ausgabe!