| Ultrashock Tutorials > Flash MX > Flash MX Quicktips for Beginners | ||||
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| Flash MX Quicktips for Beginners | ||||
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While many of the resources located here at Ultrashock and across the
web address complex issues related to Flash, it's important to remember
that not everyone knows what FPS stands for or understands how to assemble
a dynamic path to an Object in ActionScript. If you've never opened Flash
or have opened it and realized you are in over your head, then you have
come to the right place. This section of Ultrashock has been developed
for novice developers and designers just like you who haven't found a
complete online resource for novice persons. The tutorials located in
this section will help you get accustomed to the ins and outs of Flash
and with practice, will allow you to take advantage of the more advanced
material located throughout this site. One of the biggest hurdles for programmers who are new to Flash or to graphic designers not accustomed to animation is the Timeline. The Timeline is your main means of organization and visual display through Layers and Frames. Layers work the same as they do in most graphic programs like PhotoShop or Fireworks in that the bottom most Layer is seen behind Layers above it. You can think of these as layers of acetate with objects drawn on each. When stacked up, we get a complied image similar to traditional methods used by animation studios. Layers are your main means of organization through labeling and grouping. For example, many Flash developers assign ActionScript to a layer named "Actions", sounds on others and graphics on additional layers. This is good practice and a good habit to start now. It will help you keep track of the material in your movie and help others working on it in a collaborative environment. (SS) Layers can also act as Guides for Motion Tweens, Layer Masks & Visual Guides allowing you to treat them in different manners. All these types of Layers can now be grouped into folders in MX. Grouping layers allows us to both further your organization and to minimize the amount of layers being shown in your workspace optimizing valuable screen real estate. In addition to Layers, the Timeline is comprised of Frames. Frames represent what is seen at runtime and are based on a frame/second ratio know in the industry as Frames Per Second (FPS). For example, when a movie is running at 12FPS, Flash will display 12 Frames for every second of runtime. The lower the frame rate, the choppier your movement will appear and the fewer amount of times Frame based actions will be executed. A higher rate means more frames seen and more code crunched per second. You can set your FPS by Choosing Modify>Document... and entering a value from .01 to 120 in the Frame Rate field or by looking in the Properties Inspector for the same field. The Timeline by default resets above our Stage area. Flash starts a new document with 1 Frame known as a KeyFrame and 1 layer labeled "Layer 1". You can add Layers and Frames at anytime by Choosing Window>Insert and selecting which item you want to add. Once a Layer has been inserted, it will appear above the currently selected Layer and can be relocated or deleted at anytime. In addition, there are several icons located below the Layer stack for inserting & deleting them. We'll cover all these later. It's important to know at this point what the Timeline is and that it houses Layers and Frames when we cover them in more detail later. Flash's Timeline can be customized in several ways enabling different developers to work in different ways. All of these customizations have no effect on a swf at runtime, but they play an important roll when it comes to work flow and usability. Most of these customization methods are available in pre-MX versions of Flash so they will apply to almost all developers. Playing with these options over several projects will give you a feel for what best works for you and your development style. Frame Selection Methods Frame Width Frame Height Tinted Frames Preview Preview In Context |
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