| |
|
| |
Learn Macromedia's
Flash Basics
LEARN Flash - the fundamentals of the Web's #1 interactive design tool |
| |
|
| |
|
| |
| Tammy
Gilbertson, California
"It was fun to draw with the tools. Hardest part
was deciding what to draw! I like the ease of dragging
corners to make new shapes." |
|
When Web designers think dynamic, they think Macromedia Flash.
The vector-based tool, rapidly taking over the Web, can create everything
from simple animations to entire sites.
In this 6-lesson course, you'll develop a deep understanding for
basic drawing and animating tools in Flash, mastering such critical
interface elements as layers, scenes, nested symbols, and movie
clips. You'll create an animated logo, a cityscape, a splash screen,
a basic Flash site interface, and more.
You'll be introducing yourself as a "Flashster of the Universe"
in no time!
|
Tuition:
$829 US 
If you are interested in a group enrollment of two or more students
please visit our group/corporate sales website.
|
|
|
| |
|
| |
Faculty: |
|

|
Instructor:
Boris Margolin is a logo, branding, and Web specialist leading his own design company www.straycloud.com.
get bio
|
 |
Instructor/Course Developer:
David Witt is a San Fransisco based new media artist and
multimedia designer... get
bio
|
|
|
|
| |
Prerequisites: |
| |
| To take this course, you'll need: |
| |
Computer with Internet connection (56 Kbps modem or
faster) |
| |
Adobe Flash
CS3 or Macromedia Flash 8 or MX 2004. |
|
| |
|
|
back to top |
| |
Objectives:
|
| |
|
| |
Students can expect to learn how to: |
| |
| |
Create objects in the Flash environment using drawing tools, and select and modify those objects with selection tools, fills and strokes, and other features. |
| |
Use layers and symbols to organize and reuse Flash objects, and creating and editing symbol instances to produce complex artwork. |
| |
Use frames, keyframes, and the Flash timeline to prepare objects for animation. |
| |
Apply motion tweens to animate objects over distances, and apply shape tweens to morph objects from one shape to another. |
|
Create Web-optimized Flash movies utilizing symbols and other file size-saving features. |
| |
Apply special animation effects using masks, imported and bitmapped images, and combined tweens. |
|
Develop an animated splash page that includes basic ActionScript playback commands. |
|
Import audio clips to provide a background soundtrack and trigger sound effects at specific times in the movie. |
| |
Link to other Web sites and load other Flash movies using ActionScript code. |
|
Develop a Flash-based Web site with working navigation buttons, graphic content areas, an email link, and other special features. |
|
| |
|
|
|
| |
Outline: |
| |
| LESSON 1 Intro to Flash
Lesson One gives you an essential orientation to Flash. You'll view
interactive case studies to learn what it's used for (and why) and
learn about its strengths as an animation tool. After a tour of
the Flash interface, you'll dive into a hands-on exploration of
Flash drawing tools. As you'll discover, Flash can be a one-stop
shop for drawing, a flexible environment for creating lines and
fills, grouping elements, smoothing curves, and aligning objects.
|
| |
| LESSON 2 Symbols and Layers
Using symbols -- reusable images, buttons, or animations -- can
speed the creation of your artwork, making it easier for you to
focus on the bigger picture. Lesson Two explores the basics of manipulating
art in a Flash movie. You'll look at how to create a layer and edit
symbol properties, exploring how any component of a graphic can
be turned into a movie clip. You'll cover how to use symbols as
instances throughout your movie, without increasing file size, and
how to put effects on an instance. |
| |
| LESSON 3 Frames and Animation
Animation is what Flash was designed for. Lesson Three digs into
the nuts and bolts of making things move in Flash. You'll look at
motion tweening, the process of moving graphics around the movie
stage, shape tweening, the technique of morphing one shape into
another, and cell animation, the traditional, frame-by-frame approach.
You'll learn fast, efficient ways of accomplishing these results
in Flash, as well as the finer points of controlling speed and duration
and avoiding sloppy transitions. |
| |
|
LESSON 4
Bells and Whistles As a Flash developer, bells and whistles
can be your bread and butter. Lesson Four explores some techniques
for adding sophistication to your Flash work. Masks and transparency
are discussed as means of creating layer effects. Best practices
for importing bitmapped images into Flash are covered, in addition
to tweening along a motion path and the art of combining motion
and shape tweens. |
| |
| LESSON 5 Making
a Splash Lesson Five examines concepts and techniques for
one of Flash's most common applications: the splash screen. Through
a real-life case study, the design objectives of the splash screen—and its technological constraints—are explored in detail.
Themes covered include: how to establish an identity, grab the viewer's
attention, limit download time, and manage file size. You'll also
break down the movie frame-by-frame to discover the designer's solution
to animation challenges. |
| |
LESSON 6 Interactive Adventures
Lesson Six offers an entree into the world of interactivity. You'll
discover how to add sound to your movies and create buttons, both
key components of time-based animations. Different button states
are discussed, so you can make the most of Flash's built-in behaviors
and avoid common button bloopers. You'll get a taste of the exciting
world of action scripting, then learn about linking within Flash,
the basis for adding all these groovy features to your Web site. |
| |
Tuition:
$829 US
|
|
| |
|
|
|
 |
w |
|