Résumé
Deciphering the basics of Flash 5 has never been easier thanks to the Sybex Visual JumpStart? method of teaching. Now you can use this proven learning method to master the essentials of Macromedia's Flash 5, the best-selling web site development product on the market. Using easy-to-read screens and illustrations and to-the-point explanations, this book describes the Flash 5 user interface, its key features and tools, and gives you the fundamentals you need to create the most innovative and exciting sites on the Web. A 16-page color insert shows you examples of what Flash can do. The accompanying CD includes a trial version of Flash 5 and loads of plug-ins and resources to get you started with Flash.Learn by Seeing: Easy-to-follow examples and illustrations show you, screen by screen, the essential tasks and features of Flash 5. The full-color insert shows you how the final examples will look and showcases the work of Flash masters.
Learn by Doing: Hands-on lessons guide you step by step through fundamental Flash 5 tasks.
Learn the Skills You Need: Flash 5 Visual JumpStart covers the program's most essential and commonly used elements. This book will teach you how to:
- Master menus and settings
- Create and use symbols, text and layers
- Work with imported graphics
- Add animation and sound
- Export and publish movies
If you want to create impressive Web pages with striking graphics and animations, and stunning sound effects and musical tracks, you want Flash. And if you want to learn about this best-selling software, you need Flash 5 Visual JumpStart. --The visual format is perfect for those just starting out, and the informal style and task-oriented approach will get you up to speed quickly with this amazing program. --See Flash's true visual impact with the full-color insert.
Contents
Chapter 1: Understanding the Flash
Interface
Launching Flash
Recognizing the Stage and Its Content
Creating a Layer
Understanding the Timeline
Working with Frames
Placing an Object on the Stage
Using Keyframes
Moving the Object
Creating a Symbol
Creating an Instance
Viewing the Library
Becoming Familiar with Flash's Tools
The Toolbar
The Toolbox
Working with the Tool Options and Panels
What's Next?
Chapter 2: Mastering Menus and Settings
Understanding Menu Options
Using File Menu Commands
Using Editing Menu Commands
Managing Symbols from the Menu
Modifying Movie Properties
Accessing Tool Options from the Menu
Controlling Your Movie
Customizing Flash
Managing the Interface
Controlling the Tools
Setting Drawing Preferences
Dealing with Objects on the Clipboard
Using Panels
Saving Panel Layouts
What's Next?
Chapter 3: Drawing and Painting in Flash
Drawing with the Line Tools
Setting Up the Drawing
Drawing a House
Modifying Lines
Combining Tools to Enhance your Drawing
Understanding Object Interaction
Grouping Objects
Creating a Lawnmower
Using the Painting Tools
Filling in Areas of the House
Painting Gradient Fills
Redefining the Lines of the House with the Ink Bottle
Using the Lasso to Create a Driveway
Chapter 4: Creating and Using Symbols
Developing a Plan for Your Movie
Creating a Scenario
Planning Functions for Menu Design
Working with Symbols
Using Graphic Symbols
Creating and Using Buttons
Editing the Menu Symbols
Recognizing Instances
Modifying an Instance of a Symbol
Chapter 5: Utilizing Text
Mastering Text Basics
Selecting Fonts
Changing Text Size
Rotating Text
Changing Text Block Attributes
Creating Text Effects
Creating a Drop Shadow
Creating Graphics from Text
Making Text Conform to a Shape
Learning about Text Fields
Chapter 6: Using Layers
Creating and Organizing Layers
Creating a Background Layer
Adding New Layers
Rearranging and Deleting Layers
Creating Objects for the Layers
Completing the Tree
Constructing a Greeting on the Text Layer
Adding Objects on the Decorations Layer
Creating Lights for the Lights Layer
Chapter 7: Learning about Timelines
Understanding Timeline Events
Layers of Space and Units of Time
Integrating the Timeline with Layers
Grasping Frames
Using Keyframes to Identify Events
Organizing the Action
Managing Symbols with the Library
Creating Time Sequences in Layers
Chapter 8: Working with Imported Graphics
Understanding Bitmap and Vector Graphics Files
Using Bitmap Files
Working with Vector Files
Comparing Bitmap and Vector Graphics
Exporting Images
Importing Graphics Files
Importing Bitmaps for Your Movie
Importing the Space Capsule
Populating the Lights Layer
Adding the Passenger Bitmap Files
Chapter 9: Adding Animation and Sound
Animating the Space Capsule Scene
Adding Animation to the Timelines
Adding Sound Effects to the Movie
Adding the Rocket Ship Scene
Creating the Sky, Rocket, and Smoke Layers
Adding the Title Layers
Adding the Blastoff Sound
Chapter 10: Exporting and Publishing Your
Movies
Exporting Your Work
Exporting Images
Exporting Movies
Publishing Your Movie
Publishing Settings
Presenting Your Movie on the Web
Incorporating the Published Files into your Web Pages
Enhancing Your Movie's Performance
L'auteur - Patricia Hartman
Patricia Hartman is a professional Web designer and writer. She is the author of Teach Yourself Visually--Visual Basic 6.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Sybex |
Auteur(s) | Patricia Hartman |
Parution | 15/12/2000 |
Nb. de pages | 285 |
Format | 20,3 x 25,4 |
Couverture | Broché |
Poids | 770g |
Intérieur | 2 couleurs |
EAN13 | 9780782128925 |
Avantages Eyrolles.com
Consultez aussi
- Les meilleures ventes en Graphisme & Photo
- Les meilleures ventes en Informatique
- Les meilleures ventes en Construction
- Les meilleures ventes en Entreprise & Droit
- Les meilleures ventes en Sciences
- Les meilleures ventes en Littérature
- Les meilleures ventes en Arts & Loisirs
- Les meilleures ventes en Vie pratique
- Les meilleures ventes en Voyage et Tourisme
- Les meilleures ventes en BD et Jeunesse