Training Courses : Designers/Web Designers : Adobe

Training Courses
Adobe Flash CS4

Code: ADBF401
Type: IT InstructorLed Courses
Category: Adobe
Adobe Flash is an extremely powerful vector graphics program that allows you to assemble dynamic animated and interactive content to create everything from basic linear animations to complete interactive websites.

Duration: 21
Location: EDITC & MMC Conference Center, 16 Imvrou Street, 1055 Nicosia
Language: Greek
Attendance: 4-12
Speaker: Maria Knais
 

Topics
Part I: An Introduction to Flash Web Production
Chapter 1: Understanding the Adobe Flash CS4 Blueprint
Chapter 2: Exploring Web Technologies
Chapter 3: Planning Flash Projects

Part II: Mastering the Flash Environment
Chapter 4: Interface Fundamentals.
Chapter 5: Drawing in Flash .
Chapter 6: Symbols, Instances, and the Library
Chapter 7: Applying Color
Chapter 8: Working with Text
Chapter 9: Modifying Graphics

Part III: Creating Animation and Effects
Chapter 10: Animation Strategies
Chapter 11: Timeline Animation and the Motion Editor
Chapter 12: Applying Filters, Blends, Guides, and Masks
Chapter 13: Character Animation Techniques

Part IV: Integrating Media Files with Flash
Chapter 14: Adding Sound
Chapter 15: Importing Artwork
Chapter 16: Displaying Video

Part V: Adding Basic Interactivity to Flash Movies
Chapter 17: Understanding Actions and Event Handlers
Chapter 18: Building Timelines and Interactions
Chapter 19: Making Your First Flash CS4 Project

Part VI: Distributing Flash Movies
Chapter 20: Publishing Flash Movies
Chapter 21: Integrating Flash Content with Web Pages
Chapter 22: Using the Flash Player and Projector


Who Should Attend
•Personnel that design and/or maintain web pages
•Advertising people
•Graphic designers
•Animators
•Web page developers
•Programmers
•Anyone who wishes to create a web page


Purpose
Adobe Flash is an extremely powerful vector graphics program that allows you to assemble dynamic animated and interactive content to create everything from basic linear animations to complete interactive websites.

Objectives
After completing this seminar the participants will be able to develop their own impressive web page.

Prerequisites
None

Methodology
1. Lecturing
2.Discussion
3. Exercises
4.Final Project


Equipment
1. Training material in english language
2. Personal Computers
3. Printer
4. Internet when use is required


TimeTable
Part I: An Introduction to Flash Web Production

Chapter 1: Understanding the Adobe Flash CS4 Blueprint
•The Key Is Integration
•The topography of Flash CS4
•File types in Flash CS4
•The Many Worlds of Flash CS4
•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
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 CS4
•Establishing a project structure
•Creating the project in Flash CS4
Changing project and panel preferences
•Opening and editing files in the project
•Publishing the entire project
Summary

Part II: Mastering the Flash Environment

Chapter 4: Interface Fundamentals.
•Getting Started
•Welcome to Flash CS4
•Start Page
•Help menu options
•The Flash CS4 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
•Contents
•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
•Static text boxes
•Editable text fields: Dynamic and input
•The Text Tool and the Properties Panel
•Working with the Text tool
•Setting text attributes in the Properties panel
•Font Export and Display
•Smoothing text with anti-alias settings
•Rendering outlines with the Bitmap text setting
•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: Animation Strategies
•Establishing Ground Rules
•Defining Variables
•The environment
•The materials
•The motion
•Adding Personality
•Manipulating Perception and Illusion
•Viewpoint, framing, and depth
•Anticipation
•Secondary motion
•Understanding the Laws of Nature
•Law #1: Inertia
•Law #2: Acceleration
•Law #3: Action/reaction force pairs
Summary

Chapter 11: 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 3D properties
•Integrating Multiple Animation Sequences
•Moving tweens onto symbol timelines
•Organizing symbol instances on the Main Timeline
•Reusing and Modifying Tweened Symbol Instances
•Controlling symbol instances with ActionScript
•Make Flash work for you
Summary

Chapter 12: 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

Chapter 13: Character Animation Techniques
•Working with Large File Sizes
•Storyboarding scenes and shots
•Flash scenes and project files
•Voices, sound effects, and ambient sound
•Some Cartoon Animation Basics
•Expressing motion and emotion
Anticipation
•Weight
•Overlapping actions
•Blurring to simulate motion
•Animator’s Keys and Inbetweening
•Walk cycles (or walk loops)
•Repeaters
•Types of walks
•Coloring the Art
•The model sheet
•Gap problems
•Speed coloring
•Temporary backgrounds
•Flash Tweening
•Panning
•Instance swapping
•Motion guides
•Lip-Syncing
•Shape morphing is not for lip-syncing
•Expression and lip-syncing
•Backgrounds and Scenery
•Runtime bitmap caching
•Bitmaps QuickTime limitations
•Building layered backgrounds in Photoshop
•Flash mask layers
•Long pans
•Multiplane pans
•Blurring to simulate depth
•Creating IK Armatures with the Bone Tool and Bind Tool
•Finishing Up
•Final output
•Post production
Summary

Part IV: Integrating Media Files with Flash

Chapter 14: 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 15: Importing Artwork
•Defining Vectors and Bitmaps
•knowing the File Formats for Import to Flash
•Preparing Bitmaps
•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 Flash Format of the Future
Summary

Chapter 16: 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 CS4
•Using the Video Import wizard
•Deploying video files with Flash CS4
•Using the FLVPlayback Component (AS3)
•Working with the Component parameters
•Using FLVPlayback Custom UI components
•Working with Cue Points
•Working with Video Alpha Channels
•Live action footage
Summary


Part V: Adding Basic Interactivity to Flash Movies

Chapter 17: 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
•Combining an action with an event handler to make a functioning button
•The Flash event handlers
•Creating Invisible Buttons and Using getURL
Summary

Chapter 18: 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 CS4
Summary

Chapter 19: Making Your First Flash CS4 Project
•The Main Timeline As the Site Layout
•Creating a plan
•Setting up a local folder structure
•Determining Flash movie properties
•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 20: 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
•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 21: 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 CS4
•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 22: 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




Find Training Courses
Name
Type
v
Category
v
 

© EDUCATION & INFORMATION TECHNOLOGY CENTRE (EDITC). All Rights Reserved. Developed by CMP POLYMEDIA LTD