Basic Flash CS4 Question

Hi all,
I am wondering why I can create shapes with the fill and stroke I specify only in templates and not when I select a new action script 3.0 or any of the other types of flash documents. Does anyone have a link to information on this or can explain what I need to configure?

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  • Basic Flash CS4 Dilemma 0_o

    Hi all,
    I am wondering why I can create shapes with the fill and stroke I specify only in templates and not when I select a new action script 3.0 or any of the other types of flash documents. Does anyone have a link to information on this or can explain what I need to configure?
    Looking across the Internet, I have not seen anything on this. 0_o

    Hi Ganesh,
    Thank you for the reply. I know how to draw and make motion tweens in Flash CS4 after I select the templates upon opening a new document:
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    Is there something I have not configured? I do not know if I am describing this in enough detail. I should probably provide a screencast. : /

  • Basic Flash preferences question

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    I'm so so sorry Urrami,
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    "urami_" <[email protected]> wrote in
    message
    news:gbpj9m$psp$[email protected]..
    > Bare wrote:
    >> Does anybody knows is there a "Spinnets" panel in
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    >>
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    >>
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    >
    >
    > --
    > Best Regards
    >
    > Urami
    >
    >
    > --
    > "Never play Leap-Frog with a Unicorn."
    >
    >
    > <urami>
    > If you want to mail me - DO NOT LAUGH AT MY ADDRESS
    > </urami>

  • (Help) Using Input text in Flash CS4 AS3

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  • Newbie in hell...flash cs4 image

    Hello everyone,
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    The difference with the motion tweens is that the motion tweens are built to be easily scalable and to provide a graphical interface for easily updating/editing the tweens visually (including path, timing etc). Classic tween is what you want for your project so you're on the right track. As far as the difference between a movieclip and a bitmap not mattering, well it depends really on the scale of the project but best practice is to go with the smaller class. The movieclip class is massive, one of the largest because it is a dynamic type and is near the bottom of the chain of inheritance on the flash displayobject list. So, the bitmap class would be probably like 1/10th the file size of the movieclip class, so go with bitmap. Since flash is primarily a web technology and I'm sure you're doing this project for a website, every byte matters.  Imagine the difference in filesize is 5 kb just because of what classes you decide to use but you decide to deploy the project on a website with 5 million users. Thats 25 gigabytes of wasted bandwidth. Anyway that doesn't really apply to you because you're doing timeline tweens and the flash IDE will automatically import all of those bulky classes anyway, but it's good to keep in mind if you decide to pursue getting deeper into flash and working with actionscript.
    Anyway it looks like you've almost got your project all sorted out but there is the problem with doing everything inside flash using timeline tweens. As you're aware, it's a pain if you need to update. Below is some basic actionscript you can paste inside of a new fla file. It's not the best example but I just kind of wipped it up and should be more than enough for you to pick apart and learn how actionscript 3 works in flash. So.. create a new fla set the stage to the size of your project (980 X 230) pixels. Create a new blank movieclip (might as well, read up) and give it an instance name of "imageContainer". That's it for setup in the FLA. In the same folder as the FLA create a folder beside the fla called images. Create a new text document inside that folder and name it "filelist.xml". In that list, paste this:
    <files>
        <file filename="171_2784_2.jpg" />
        <file filename="165_2564_0.jpg" />
        <file filename="171_2690_2.jpg" />
        <file filename="171_2735_1.jpg" />
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    Copy all of your images for this project into the images folder. Now modify that XML to include the name of each file in the folder.
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    import fl.transitions.easing.Strong;
    import fl.transitions.TweenEvent;
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    var imageLoader:Loader = new Loader();
    var cycleTimer:Timer = new Timer(5000, 0);
    cycleTimer.addEventListener(TimerEvent.TIMER, beginImageCycling);
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        //trace(e.currentTarget.data); //Uncomment this to debug and see what data is coming in
        var fileListXML:XML;
        try{
            fileListXML= new XML(e.currentTarget.data);
        }catch(e:Error){
            trace("The file list is either not well formed XML or not XML at all");
        var a:Number;
        //Get an XMLList object which will contain all of the children of the fileListXML
        var fileList:XMLList = fileListXML.children();
        for(a = 0; a < fileList.length(); ++a){
            trace(fileList[a].attribute("filename"));
            listOfImages.push(fileList[a].attribute("filename"));
        trace("Done parsing file list XML");
        beginImageCycling();
    function beginImageCycling(e:TimerEvent = null):void
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        imageLoader.load(new URLRequest("images/" + listOfImages[listIndex]));
        listIndex++;
        if(listIndex >= listOfImages.length){
            //This will reset the index and begin looping from the images from the start
            listIndex = 0;
    function showNextImage(e:Event):void
        trace("Image loaded, get ready to show it");
        nextImage = e.currentTarget.content as Bitmap;
        var tw:Tween = new Tween(nextImage, "alpha", Strong.easeOut, nextImage.alpha, 0, 1, true);
        tw.addEventListener(TweenEvent.MOTION_FINISH, changeOutImage);
        tw.start();
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        while(imageContainer.numChildren > 2){
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            imageContainer.removeChildAt(0);
        //Add the new image to the container, in this case the stage
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        var tw:Tween = new Tween(nextImage, "alpha", Strong.easeOut, nextImage.alpha, 1, 1, true);
        //Restart the timer to cycle images
        cycleTimer.reset();
        cycleTimer.start();
    In the menu go to Control--->Play. That should do it, it should cycle through those images over and over. I'm at work doing this on my lunch I'll post a completed project/demo of this later when I get home and give you an intro to actionscript by covering the code I've put here. Anyway so now the benefit of doing things this way is that if you want to adjust the transition time, you simply go to the :Tween = new Tween lines and change this:
    Strong.easeOut, nextImage.alpha, 1, 1, true);
    to:
    Strong.easeOut, nextImage.alpha, 2, 1, true);
    Which will change the transition time from 1 second to 2 seconds. Or, say if you want to add new pictures, all you have to do is change that XML and copy in new pictures, something even your client could do (which is sure to make them happy).
    Anyway I'll post later even if you don't need this anymore it may be useful to somoene else who finds this topic one day. .:)
    -Jesse

  • Automating tasks in Flash CS4

    I have a question regarding the possibility of automating repetitive tasks in Adoble Flash CS4.
    My wife is pregnant and we are taking a picture of her every day so that at the end, we will have a flash movie of her belly growing throughout her pregnany. This is basically what I am doing:
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    if you name your photos suggestively (whatever1.jpg, whatever2.jpg etc) and if you import one, flash will detect that you might want to load the entire sequence and distribute one per keyframe and give you that option.
    while flash can resize for you, if this is going to be a web-based app, you would still benefit from resizing before importing.

  • AI vs PSD Import to Flash CS4 - Difference in Quality?

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    hey xchanin,
    My question is whether a bitmap loses quality if it goes from photoshop through illustrator to flash. I think illustrator files tend to import a little better into flash than photoshop files.
    I do agree that vector is sharper in most cases. I try to keep all of my text & basic graphics as vector. Most of my bitmaps are full blown illustrations though.
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