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Flash 8: Projects for Learning Animation and Interactivity (OReilly Digital Studio)
Flash 8: Projects for Learning Animation and Interactivity (OReilly Digital Studio)
ISBN: 0596102232
EAN: 2147483647
Year: 2006
Pages: 117
Authors:
Rich Shupe
,
Robert Hoekman Jr.
BUY ON AMAZON
Flash 8: Projects for Learning Animation and Interactivity
Table of Contents
Copyright
About the Authors
Preface
Chapter 1. Getting Started, Right Out of the Box
Section 1.1. Drawing Your First Box
Section 1.2. Coloring Fills and Strokes
Section 1.3. Merging and Stacking Shapes
Section 1.4. Creating Reusable Graphics
Chapter 2. Creating Quickly: Customizing Your Workspace
Section 2.1. Designing Your Own Panel Layout
Section 2.2. Customizing Movie Properties
Section 2.3. Aligning Objects on the Stage
Section 2.4. Behind Every Good Symbol Is a Good Editor
Section 2.5. Automate Your Workflow
Section 2.6. What s Next?
Chapter 3. Your First Animation
Section 3.1. Layers and the Timeline
Section 3.2. Keyframes and Tweening
Section 3.3. Preparing Text for Animation
Section 3.4. Staggering Animation
Section 3.5. Alpha Effect
Section 3.6. Motion Effects
Section 3.7. Your First Script
Section 3.8. Publishing Your Movie
Chapter 4. Buttons and Interactivity
Section 4.1. Buttons as Symbols
Section 4.2. Scripting Your Button
Section 4.3. Components and Behaviors
Section 4.4. Navigation
Section 4.5. More Fun with Buttons
Chapter 5. Working with Graphics
Section 5.1. Importing Pixels
Section 5.2. Working with Pixels
Section 5.3. Importing Vectors
Section 5.4. Using Scenes
Section 5.5. Working with the Library
Chapter 6. Movie Clips and Interactivity
Section 6.1. Drawing a Cartoon Character
Section 6.2. Controlling the Character with ActionScript
Section 6.3. More Movie Clip Control
Chapter 7. More Animation Techniques
Section 7.1. Morphing with Shape Tweens
Section 7.2. Frame-by-Frame Animation
Section 7.3. Using Masks
Section 7.4. Timeline Versus ActionScript Animation
Section 7.5. What s Next?
Chapter 8. Using Sound
Section 8.1. Importing Sounds
Section 8.2. Controlling External Sounds
Section 8.3. Scripting Your Own Sound Control
Chapter 9. Using Video
Section 9.1. Importing Video
Section 9.2. Controlling External Videos
Section 9.3. Scripting Your Own Video Control
Chapter 10. Compositing and Bitmap Effects
Section 10.1. Runtime Bitmap Caching
Section 10.2. Bitmap Filter Effects
Section 10.3. Blend Modes
Chapter 11. Working with Text
Section 11.1. Text Types
Section 11.2. Using Fonts
Section 11.3. Loading and Styling Text
Section 11.4. FlashType
Chapter 12. Loading Assets on the Fly
Section 12.1. Using ActionScript to Modularize Content
Section 12.2. Preloading
Chapter 13. e-Learning with Flash
Section 13.1. Creating a Quiz: Getting Started with Templates
Section 13.2. Sending Results with a Form
Section 13.3. Saving and Retrieving Local Data
Chapter 14. Flash for CD-ROM and Handhelds
Section 14.1. Flash on CD-ROM
Section 14.2. Flash on the Run
Chapter 15. Think Outside the Box
Section 15.1. Exporting to Video
Section 15.2. The Drawing API
Section 15.3. Extending Flash
Section 15.4. The Rest Is Up to You
Appendix A. Tips and Resources
Section .1. Preferences
Section .2. Customizing the Tools Panel
Section .3. Customizing Keyboard Shortcuts
Section .4. Basic Tips
Section .5. Flash 8 Basic Versus Professional
Section .6. Troubleshooting
Section .7. Areas of Continued Study
Section .8. Extending Flash
Section .9. Resources
Colophon
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
Y
Flash 8: Projects for Learning Animation and Interactivity (OReilly Digital Studio)
ISBN: 0596102232
EAN: 2147483647
Year: 2006
Pages: 117
Authors:
Rich Shupe
,
Robert Hoekman Jr.
BUY ON AMAZON
Software Configuration Management
Configuration Control
Configuration Management and Software Engineering Standards Reference
Appendix D Problem Change Report
Appendix N Corrective Action Processing (CAP)
Appendix T Software Configuration Management Plan (SCMP)
A Practitioners Guide to Software Test Design
Case Studies
Use Case Testing
Data Flow Testing
Section IV - Supporting Technologies
When to Stop Testing
An Introduction to Design Patterns in C++ with Qt 4
Review Questions
Example Project: Using QApplication and QLabel
Relationships
Introduction to Design Patterns
XML, Tree Structures, and DOM
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
Overview of Captology
The Functional Triad Computers in Persuasive Roles
Computers as Persuasive Social Actors
Credibility and the World Wide Web
Increasing Persuasion through Mobility and Connectivity
Java All-In-One Desk Reference For Dummies
Working with TextPad
Working with Numbers and Expressions
Using Inner Classes
Creating Generic Collection Classes
Using File Streams
Digital Character Animation 3 (No. 3)
Surface Types
Conclusion
Chapter Five. Creating Strong Poses
Reptiles
Acting and Story
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