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Flash MX 2004

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On Print, resolution matters, it should be set to 300ppi ( pixels per inch) 72ppi 300ppi ... JPEG = Joint Photographic Experts Group ... – PowerPoint PPT presentation

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Title: Flash MX 2004


1
Flash MX 2004
  • Week 7

2
Bitmaps
  • Bitmaps (aka Raster graphics) Characteristics
  • Built pixel by pixel color by color, composed
    of small dots (pixels).
  • A line in a bitmap can be composed of a series of
    hundreds of dots (pixels) touching one another.
  • All the information about each pixel makes up a
    large file size.
  • Disadvantage
  • Large File Size
  • Advantages
  • Photorealistic Imagery
  • In Flash, bitmaps can be employed as fills or
    backgrounds.
  • In Flash, you can break apart a bitmap to edit.
  • Convert a bitmap to a vector (Trace Bitmap)
  • Visual Clarity and Color fidelity are important
    technical points

3
Bitmaps
  • Visual Clarity (Resolution)
  • Resolution the of pixels per a given area
  • On Print, resolution matters, it should be set to
    300ppi ( pixels per inch)
  • 72ppi
    300ppi
  • On the Web, resolution does NOT matter, it
    should be set to 72 ppi
  • 72ppi
    300ppi
  • The monitor can only display the image at 72ppi
    or 96ppi

4
Bitmaps
  • Visual Clarity (Resolution)
  • 4 inch by 6 inch image at 300 ppi
  • 4 inches X 300ppi 1200 pixels
  • 6 inches X 300ppi 1800 pixels 1200
    pixels X 1800 pixels 2,160,000 pixels
  • A full color image is in RGB mode,
    therefore, multiply that by three for each
    color mode 3 X 2160,000 6,480,000 pixels.
  • This is only a 4" x 6" image (standard
    snapshot)!
  • If your picture is larger than that or at a
    higher resolution, that number can quickly grow
    in size. For example, a full color 8" x 10" image
    at 300 ppi will be 21,600,000 pixels!
  • Higher resolution images contain more pixels and
    thus more information, they usually yield more
    detail and smoother colors.

5
Bitmaps
  • Color Fidelity (bit depth)
  • Representation of the colors in the image.
  • Each pixel has a range of color it can be, this
    range is established by bit depth
  • Bit depth number of bits found in a graphics
    file
  • A bit refers to the smallest amount of
    information that a computer can understand. It
    contains either a 1 or a 0
  • Each bit represents two colors because it has a
    value of 0 or 1
  • 2 Basic bit depths 8-bit and 24-bit
  • 8-bit Each pixel in an image can be represented
    by any one of 256 colors
  • 24-bit Each pixel of an image can be represented
    by any one of 16.7 million colors. (More common
    one, looks better).

6
Bitmaps
  • Color Fidelity (bit depth)
  • Color Mode Bit Depth
    Colors
  • Grayscale 8-Bit 2
    to the 8th power 256 (254

  • grays,
    black white)
  • RGB 24-Bit 2
    to the 24th power 16.7 million
  • 8-bit Each pixel in an image can be represented
    by any one of 256 colors
  • 24-bit Each pixel of an image can be represented
    by any one of 16.7 million colors. (More common
    one, looks better).

7
Bitmaps
  • Raster images come in a variety of file formats
    yet there are three main types
  • GIF Graphic Interchange Format,
  • restricted to 256 colors (8-bit)
  • carries on off transparency
  • lossless ( NO data lost when compressed)
  • PNG Portable Network Graphics, not yet
    supported by IE or other major Web browsers.
  • Supports up to 48-bit,
  • surpasses GIF compression by up to 50,
  • carries full transparency
  • lossless
  • JPEG Joint Photographic Experts Group
  • Supported by every graphical Web browser on all
    major platforms
  • No restriction on color
  • Lossy (losses data when compressed)

8
Bitmaps
  • You need to compress your bitmap image in Flash
    to minimize the file size.
  • Compressing (optimizing) image gets rid of
    redundant or unnecessary information.
  • It is a good idea to optimize your images outside
    of Flash then import them inside of Flash except
    for JPG files.
  • If you recompress an already compressed JPG
    image, your images will end up being larger and
    will look poorer.
  • Two types of compression
  • 1. Lossless (no data lost, GIF or PNG)
  • 2. Lossy (data lost, JPG)

9
Bitmaps
  • Ways to Access the Bitmap Properties Dialog Box
    from the Library

Double Click the bitmap icon to the left.
Click on the Symbols property icon
10
Bitmaps
  • Bitmap Properties Dialog Box

Preview Window
Allows you to choose between JPG or PNG/GIF
Allows you to see the new changes you made
11
Trace Bitmaps
  • Trace Bitmaps
  • Converting a bitmap into a vector representation
    by having Flash trace it.
  • Select the bitmap on the stage then select
    Modify ? Bitmap ? Trace Bitmap.
  • You can break apart bitmaps manipulate them
    using the toolbar tools.
  • The Trace Bitmap dialog box allows you to
    customize how the trace will be generated.

12
Trace Bitmaps
  • Converting a bitmap into a vector representation
    by having Flash trace it.
  • The trace tool analyzes the pixels that make up
    the bitmap, locates areas with similarity colored
    pixels, then creates vector graphics based on the
    like-colored shapes it has identified.
  • Tracing can only be performed on bitmaps that
    have not been broken apart first.
  • Modify ? Bitmap ? Trace Bitmap

13
Trace Bitmaps
  • Color Threshold 1-500 Range, controls the of
    colors in the vector graphic for adjacent pixels
    using a calculation. The lower the , the more
    colors are used the larger the file size.
  • Minimum Area 1-1000 Range, determines how many
    adjacent pixels are considered during the trace
    calculation. 1most detail, 1000least detail.

Color Threshold 100
Color Threshold 25
Color Threshold 50
Minimum Area 1
Minimum Area 100
14
Trace Bitmaps
  • Curve Fit Determines how smooth the outlines in
    the traced shape are drawn how closely they
    match the original image with various options.
  • Pixels result in a more scattered outline.
  • Very Smooth results in a a more uniform outline.
  • Pixels
    Normal
    Smooth
  • Corner Threshold similar to curve fit yet its
    used to calculate the edges of the bitmap. It
    determines whether to use sharp edges (Many
    corners, adds more detail) or smoother edges (Few
    Corners, less detail)

Many Corners
Normal Few
Corners
15
Trace Bitmaps
  • Applying a Bitmap Fill You can apply a bitmap
    as a fill to a graphic object using the Color
    Mixer. The Fill Transform tool allows you to
    scale, rotate, or skew an image and its bitmap
    fill.
  • Steps on how to apply the fill to existing
    artwork
  • Select a graphic object or objects on the Stage.
  • Select Window gt Design Panels gt Color Mixer.
  • In the Color Mixer, select Bitmap from the pop-up
    menu in the center of the panel.
  • If you need a larger preview window to display
    more bitmaps in the current document, click the
    arrow in the lower right corner to expand the
    Color Mixer.
  • Click a bitmap to select it. The bitmap becomes
    the current fill color. If you selected artwork
    in step 1, the bitmap is applied as a fill to the
    artwork.

16
Buttons
  • To create a button
  • Select Edit gt Deselect All to ensure that nothing
    is selected on the Stage.
  • Select Insert gt New Symbol, or press ControlF8
    (Windows) or CommandF8 (Macintosh). In the
    Create New Symbol dialog box, enter a name for
    the new button symbol, and for Behavior select
    Button.Flash switches to symbol-editing mode. The
    Timeline header changes to display four
    consecutive frames labeled Up, Over, Down, and
    Hit. The first frame, Up, is a blank keyframe.
  • To create the Up state button image, use the
    drawing tools, import a graphic, or place an
    instance of another symbol on the Stage.You can
    use a graphic or movie clip symbol in a button,
    but you cannot use another button in a button.
    Use a movie clip symbol if you want the button to
    be animated.
  • Click the second frame, labeled Over, and select
    Timeline gt Keyframe. Flash inserts a keyframe
    that duplicates the contents of the Up frame.
  • Change the button image for the Over state.
  • Repeat steps 4 and 5 for the Down frame and the
    Hit frame.

17
Buttons
  • Button Symbol
  • Has its own timeline with 4 premade frames
  • The Timeline doesnt play, it simply reacts to
    cursor movement
  • Button States
  • Up nonactive state
  • Over-(aka rollover) cursor positioned over the
    mouse
  • Down- when the button is clicked
  • Hit invisible to the user, clickable area, it
    defines the area of the button that responds when
    clicked.

18
Buttons
  • Up State
    Over State

19
Buttons
  • Down State
    Hit State

You can create a disjointed rollover, in which
rolling over a button changes another graphic on
the Stage. To do this, you place the Hit frame in
a different location than the other button
frames.
20
Buttons
  • If you leave the Hit state blank, the shape in
    the last defined keyframe will be used as the hit
    area.
  • By default, Flash keeps buttons disabled as you
    create them, to make it easier to select and work
    with them.
  • To see the visual feedback of your button, from
    the main menu, select Control ? Enable Simple
    Buttons. Then turn this off in order to edit your
    buttons.
  • To enable and disable buttonsSelect Control gt
    Enable Simple Buttons. A check mark appears next
    to the command to indicate buttons are enabled.
    Select the command again to disable buttons.
  • You can add sound to play when your button is in
    a particular state.
  • You can also create animated buttons by placing
    instances of movie clip symbols into your button
    symbols different states.
  • You cannot place buttons inside buttons

21
Buttons
  • Button Types
  • Basic same content in the Up, Over, and Down
    states
  • Rollover- different content in the Up, Over, and
    Down states
  • Animated Rollover-different content in the Up,
    Over, and Down states but also contains a movie
    clip
  • Invisible no artwork in the Up State, can
    contain artwork in the other states, in addition
    to the Hit state.

22
Final Next Week
  • Please be on time
  • Final consists of 2 parts - 20 pts
    written - 80 pts project presentation ? Make
    sure you follow the
    guidelines. Project
    needs to be
    submitted on a CD with a

    storyboard.


23
Final Review
  • Written Part ----- 20pts
  • 20 questions (Multiple Choice, True and False)
  • Review PowerPoint Presentations from Week 1- Week
    7, notes in class, hands on techniques used in
    class, etc.
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