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How
To Do Everything With Macromedia Flash 5
"Breaks
Down The Whole Process And Simplifies It!"
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Title:
How
To Do Everything With Macromedia Flash 5
Author: Bonnie Blake
Publisher: Osborne McGraw-Hill http://www.osborne.com
Publication Date: March 2001
Pages: 512
ISBN: 0-07-212714-7
Price: $24.99
How
To Do Everything with Macromedia Flash 5 is
a no nonsense book that reviews what Flash does, how you would benefit
from using Flash, and how you would go about using it the right way. It
simplistically hones in on the salient points of the software, while leaving
you with a thorough understanding of all Flash topics. Each
chapter is clearly written and well illustrated. It is an easy
read, and the basic Flash information is simple to absorb as the author
breaks down the whole process and simplifies it. The book covers
the latest upgrades, such as compressing and transmitting complex elements
like MP3 audio, object library features, movie clips, and interactivity
over low bandwidth. For advanced Flash users, there are excellent chapters
on ActionScripts and building interactive movies. Understanding object-oriented
programming and learning to use ActionScript are
vital elements for advanced Flash work, and these sections provide a solid
foundation on which to build. The
book doesn't come with a CD, but it does include a 23-page index, and
an appendix listing a Flash sites that offer developer assistance, code
examples, and links to Flash sites on the Web. |
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Advanced beginning to advanced computer users.
The book addresses both ends of the learning spectrum. It's perfect for
the beginner who needs a book that cuts through the pedantic analysis and
focuses on the point; while the advanced Flash designer can use it as an
easy to look-up reference. |
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Inside
you'll find information on the following:
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Easily master Macromedia Flash tools and get started on your motion
Web graphics;
- Understand
the functionality of this popular application, and learn how it can
improve your Web site;
- Animate
buttons, menus, text, and more;
- Use
scalable vector Web objects to facilitate faster loading and reading;
- Add
multimedia enhancements like dynamic content, forms, MP3 audio compression,
object library features, actions, and more;
- Learn
the latest Macromedia Flash technologies, including adding interactivity
to your movie with ActionScript;
- make
easy modifications to movies using editable graphic components;
- Synchronize
sound with your motion graphics;
- Import
and manipulate audio, video, vector, and bitmap graphics to further
enhance your Flash movies;
- Export
and publish your Macromedia Flash movies to the Web or to self-playing
movies.
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How
The Book Is Organized |
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How
To Do Everything with Macromedia Flash 5 consists of: an Introduction;
16 chapters and appendixes; and is divided into four parts. The chapter
subjects are arranged in order of complexity, starting with the more basic
aspects of Flash and building up to the final chapters, which examine
the programs' advanced features, specifically interactivity. Throughout
the book there are examples of various techniques that can be created
in Flash movies. All the major figures in the book are posted on Osborne's
Web site at: http://www.osborne.com. |
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Introduction |
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Introduction:
The book begins with a special Introduction which includes an overview
of the book. |
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Part
I: Create Flash Movies |
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Chapters
1 through 4
are designed to give you an overview of what Flash is all about, its vector
capabilities, why it's so essential, and the process you use to actually
build a movie in Flash. They set the stage for the rest of the book and
familiarizes you with basic Flash lingo and concepts. This part of the
book also covers the basic drawing tools, the Flash interface, and how
to use it.
- Chapter
1: Plan Your Flash Project--covers:
Understand Flash Concepts; Publish Flash Movies; Create or Import Artwork;
Animate Your Artwork; Publish Your Movies on the Web; Use the Document
Library; and Edit Flash Preferences.
- Chapter
2: Learn to use the Flash Interface--covers:
Grasp the Stage Concept; Navigate Through Time; Layer Your Flash Objects;
and Set Onion Skin Options.
- Chapter
3: Build a New Flash 5 Movie--covers:
Create a New Flash Document; Set Properties for Your New Movie; Save
a Flash Document; Open an Existing Flash Document; Create Scenes for
Your Movies; Navigate Your Movie; and Manage Your Movies with the Movie
Explorer.
- Chapter
4: Create Graphic Objects for Your Flash Movies--covers:
Use the Toolbox; Use the Stroke Panel; Draw Lines and Curves; Create
Basic Shapes; Combine Shapes to Create New Objects; and Change Your
Viewpoint.
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Part
II: Add Color, Style, and Design to Your Flash Movies |
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Chapters
5 through 9
introduce the very important concept of creating objects in Flash and
manipulating the properties of these elements, such as scale, color, position,
and so on. Also discussed are the transformation of objects and the many
special techniques you can use to create visual effects. Importing and
exporting vector art, bitmaps, audio, and video are examined in detail
as well. This part provides you with a solid overview of all facets of
beginner to intermediate Flash and provides an excellent reference for
experienced Flash authors.
- Chapter
5: Create Exciting Text Effects--covers:Input
and Edit Text; Change the Look of Your Text; Transform Your Text into
an Object; and Create Text Fields with Form-like Behavior.
- Chapter
6: Apply Transformations to Text and Graphics--covers:
Change the Properties of an Object; Use the Transformation Panel; Control
the Stacking Order of Objects; Arrange Objects on the Stage; Group and
Ungroup Objects; and Get Details about Objects and Movies.
- Chapter
7:
Apply Color and Line Styles to Text and Graphics--covers:
Use Color in Flash; Apply Colors to Graphics and Text; Modify Fills;
Set Colors with Color Panels; Apply Gradient Color; Modify Gradients;
and Apply a Style and Weight to Lines.
- Chapter
8:
Use Graphic Symbols, Instances, and Libraries--covers:
Create Graphic Symbols; Convert Objects to Symbols; Edit Symbols; Nest
Symbols; Place Instances; Edit Instances; Set Color with the Effects
Panel; Modify Instances with the Instance Panel; Navigate the Movie
Explorer; Use the Common Library; and Use the Library Window.
- Chapter
9:
Add Pictures and Sound to Your Flash Movies--covers:
Understand Graphics Created in Other Programs; Import Graphics into
Your Flash Movie; Import File Sequences; Use Vector Graphics; Use Bitmapped
Images; Import and Assign Sounds; Access Sound from the Sound Library;
and Link a Sound.
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Part
III: Flash Animation Techniques |
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Chapter
10 through 13
cover all facets of animation including frame by frame, shape, and motion
tweening. The concept behind animation is also discussed in depth. Symbols
are introduced in this section including buttons and movie clip creation.
Step-by-step, tutorial-like examples are provided to accelerate your learning
curve. Key figures are posted on the Web site for you to deconstruct and
examine.
- Chapter
10:
Learn the Basics of Flash Animation--covers:
Think Like an Animator; Plan Your Movie; Animate on Different Time Sequences;
Animate on Different Layers; Make Keyframes; Create Frame-by-Frame Animations;
Test Your Animation; and Set Onion Skins.
- Chapter
11:
Use Motion Tweening to Animate Your Flash Movie--covers:
Make a Simple Motion Tween; Add and Remove Frames on a Motion Tween;
Tween with Multiple Keyframes; Change Size, Rotation, Skew, and Color
on a Motion Tween; Control Frames and Framesets in a Motion Tween; Copy
and Paste Frames; Use the Frames Panel for Motion Tween Settings; Animate
on a Guided Path; and Use a Mask Layer with a Motion Tween.
- Chapter
12:
Use Shape Tweening to Animate a Movie--covers:
Create a Shape Tween; Shape Tween with Multiple Keyframes; Modify Properties
of a Shape Tween; Tween on a Multi-Layer Movie; Morph Between Objects;
Apply Shape Hints; and Set Shape Tween Properties.
- Chapter
13:
Make Buttons and Movie Clips in Flash--covers:
Make a Button; Test a Button; Add Sound to a Button; Add Simple Effects
to a Button; Make a Movie Clip; Add Sound to a Movie Clip; and Make
an Animated Button.
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Part
IV: Build
Interactive Movies |
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Chapters
14 through 16
look at ActionScript, the scripting language behind Flash interactivity.
It's introduced in a simple, easy-to-understand manner. This information
is particularly useful for the non-programmer because scripting concepts
are discussed in laymen's terms. This makes it fairly easy for you to
jump right in and immediately start adding simple interactivity to your
movies. For those of you who are ready to take Actionscript to the next
level, Chapters 14 and 15 provide a more advanced study of the language,
providing step-by-step instructions on how to create common interactive
effects, with some complex tasks reviewed as well. Movie clips and their
relation to interactivity are also examined in depth. Finally, this section
ends with a complete synopsis on how to prepare your movie for publishing
to the Web or other media.
- Chapter
14:
Assign ActionScript to Movie Clips, Buttons,
and Frames--covers: Understand Object-Oriented Programming;
Navigate the Actions Panel; Assign an Action to a Frame; Control Frames
on the Main Timeline with Buttons; Assign Scripts on Buttons; Control
the Behavior of a Movie Clip with a Button Event Handler; Understand
Nested Movie Clips; Understand Absolute Versus Relative Paths; Use Dot
and Slash Syntax; and Use Movie Clip Event Handlers.
- Chapter
15:
Learn the Full Power of ActionScript--covers:
Work with Variables; Create a Drag-and-Drop Effect; Set the Position
of a Movie Clip; Make Objects Collide; Use Conditional Statements (If/Else);
Use
the getProperty Function; Use Smart Clips; and Create a Basic Preloader.
- Chapter
16:
Test and Publish Your Flash Movies--covers:
Optimize Your Movie; Test Your Movies in Flash; Use the Flash Player;
Interpret the Bandwidth Profiler; Test with Different Baud Rates; Debug
a Movie; Test in Different File Formats; Export Your Movie; Publish
Your Movie; Use Projector Files; and Evaluate Your Movie.
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Appendixes |
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- Appendix
A:
Flash 5 Shortcut Keyboard Commands--this
appendix has a complete list of all shortcut keys.
- Appendix
B:
Flash 5 Resource Guide--this appendix
has a list of various resources you can call upon related to Flash technology.
This includes a comprehensive list of Flash-based, award-winning Web
sites--sites that range from the simple to complex and ActionScript-driven
movies. This appendix is equipped with a complete list of sites you
can visit to download source code to see how others might have created
that effect you're looking for. Also included are learning resources,
technical references, tutorials, and sites that offer audio, sound loops,
and video downloads for use in Flash movies.
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How
To Do Everything with Macromedia Flash 5 would
be a worthwhile addition to your library.
For the price, this book really does do everything. It breaks down the whole
process and simplifies it. |
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For
running Flash 5, you need:
PC:
- 133
MHz Intel Pentium processor
- Windows
95, 98, NT 4, 2000 or later
- 32
MB or RAM
- 40
MB of available disk space
- 256-color
monitor capable of 800 x 600 resolution
- CD-ROM
drive
Mac:
- Power
Macintosh
- MacOS
8.5 or later
- 32
MB of free application RAM
- 40
MB of available disk space
- 256-color
monitor capable of 800 x 600 resolution
- CD-ROM
drive
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Graphics:
Adobe Photoshop 6.0
Web Page Design: Macromedia Dreamweaver
4.0 |
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site is (c) Copyright 2001, by PC Cafe Online. All World Wide Rights Reserved |
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