Adobe Flash for Beginners - Graphics & Animation
Class Description: Add spice and movement to your website with Flash graphics and animations. After a tour of the program workspace and key concepts, build your first frame-by-frame animation. Move on to learn basic motion and shape tweening techniques. Work with Flash drawing tools, imported files and special effect filters. Enhance your animations with sound effects. Round off the session with an important lesson on adding Flash files to web pages. With practical exercises, this class delivers a firm grounding in a robust program with endless potential.
1 - General Information about this Class
2 - Getting to Know Adobe Flash
3 - Getting to Know Flash Animation
Exercise 1 - Frame by Frame Animation
4. Bitmap Graphics vs. Vector Graphics
5. Web Browsers and Web Graphics
6. Tweening in Flash
Exercise 2 - Motion Tween
Exercise 3 - Shape Tween
7. Adding your .swf to a Web Page in Dreamweaver
Exercise 4 - Frame by Frame: Part 2
Exercise 5 - Classic Tween with Motion Guide
Exercise 6 - Motion Tween with Masking
Instructor: Bill Morrison
• This class is designed to be taught live in 2hr 45min
• Click here for the class page with live Flash files
1. General Information about this Class
As a beginner to Flash it's natural to feel overwhelmed by the program's vast capabilities. Though Flash was originally designed to produce web-ready graphics and animations, these basic products are now only one of many different things Flash users produce.
Flash is now used to make: Games, cartoons, websites, online video, multimedia projects, photo galleries and much, much more.
While the vast majority of products being produced in Flash are headed for web pages, Flash can also produce non-web related products including offline kiosk displays, presentations and video clips to be utilized in larger video projects.
A. What this class is
This class is designed to get you started in Flash by showing you how to create basic graphics and animations. These original Flash products are still very important items for any web designer to have in their toolbox.
B. What isn't included
- Animating with Actionscript
- the new Inverse Kinematics
- the new Motion Editor
- the new Motion Presets
- Shape hints for Shape tweens
C. Where to go from here
- Online video from Adobe: http://tv.adobe.com/
- Online Video from Lynda: http://www.lynda.com/
- Get a book: amazon.com
- take the next two Flash classes
2. Getting to Know Adobe Flash
A. The Flash Workspace
Like all Adobe programs, the Flash workspace is highly customizable and sticky, (i.e. if you make changes to the workspace it will stick that way until you change it to something else).
For beginners, I highly recommend working in the Classic workspace - it's got everything a beginner needs. To reset Flash to the Classic workspace, from the Menu Bar (along the top) go to to Windows > Workspace > Classic. If you make changes to you Classic workspace and would like to reset it, from the Menu Bar, go to Windows > Workspace > Reset 'Classic'.
'Classic' Workspace
- Menu Bar
- Toolbar
- Timeline
- Stage
- Properties Panel
B. Flash Drawing Modes
Up until Flash 8, beginners had to deal with vector drawing tools that behaved in an odd manner. Since then, beginners have had the opportunity to draw in a much friendlier environment called Object Drawing Mode. I highly recommend that beginners work in Object Drawing Mode.
To activate Object Drawing Mode you must first select a drawing tool from the toolbar (for example...the Pencil Tool), then activate the mode by clicking the icon at the bottom of the toolbar. Once activated, Object Drawing Mode will be applied to all your drawing tools.
The original Merge Drawing Mode is still available and is loved by many experienced Flash artists and animators.
3. Getting to Know Flash Animation
A. The Flash Timeline
What separates Flash from many other graphic programs is it's ability to generate a file that changes over time. Where this change is developed is in the Timeline.
- The Timeline is divided into two areas: Layers to the left and frames to the right
- Even the most basic animations may well consist of multiple layers
- All animations, by definition, must contain multiple frames
- Animations begin playing in frame 1 and march on to the right
- The speed at which your animation plays is controlled by the frame rate (FPS - frame per second)
- This speed (FPS) is adjustable

B. Types of Frames
As you develop your animation you will be developing your Timeline (both it's layers and frames). All the visual graphics used in your animation must be held within Keyframes. Here are some variations of keyframes you will make and see during development:
This is a Blank Keyframe
- Blank Keyframes are either auto-created by Flash (in frame 1 of each new layer) or by you, the animator.
- Blank Keyframes have the potential to hold content.
This is a Filled Keyframe
- A Filled Keyframe is one that you, the animator, has added content to. Filled keyframes may also be auto-created by Flash.
- Blank Keyframe symbols turn into filled keyframe symbols as soon as you add content to them.
This is a Frame Span
- In English, the frame span to the left is like saying to Flash:
"Flash...I want you to continue displaying the content which I placed in the keyframe for 3 additional frames"
Exercise 1 - Frame by Frame Animation
In this exercise we will create a stick figure animation with waving arms. While the finished animation looks childish, this exercise is designed to expose you to a handful of Flash fundamentals including: various Flash drawing tools, timeline layers & frames, stage color, adding text and filters to text, and animation speed (FPS).
This animation features a background image. The image is a multi-layer Photoshop file (.psd). We will need to import this image into our project. Prior to import we will explore some important features of the Photoshop file including: Photoshop layers, image transparency, image Size (pixel count), and image format.
The background images used in this exercise were acquired from flicker Creative Commons, specifically, and with much thanks to Guwashi999, francesco sgroi and kevin.wailes

Step by Step »
- From the Menu Bar (File > New) or the Welcome Screen (if visible), create a new, Actionscript 3.0 file
- In the Properties Panel, set the Frame Rate (FPS) to 12
- Save your file as ex-1.fla
- In the Toolbar, select the Selection Tool
- To bring in the background image, from the Menu Bar, go to File > Import > Import to Stage
- Choose scene.psd as the file you want to Import
- In the .PSD Import dialogue box set the following:
- Convert Layers to: Flash Layers
- check 'Place objects at original position'
- check 'Set stage size to same size...'
- Be sure each layer is set to Lossy
- Once imported, lock the 'scene-1', 'scene-2', and 'scene-3' layers
- Note - Locked layers can still be re-ordered
- Highlight then delete the extra, leftover layer
- Re-shuffle the scene layers until the scene you like most is on top
- Don't worry...you can always change your mind later on
- In the top-right corner of the Timeline, find the tiny, drop-down menu
- From the drop-down menu, set the frame size to Medium
- In the Properties Panel, locate the Stage: Background color chip box
- You will not see the Background color chip if something is selected
- To de-select all, simply click off the Stage (where there is nothing)
- Change the stage color to one that compliments your background image by:
- choosing a color from the color picker dialogue box or...
- sampling a color from the image
- Save your file
- Highlight the topmost scene layer
- Create a new layer and re-name it 'body'
- Note - new layers are always added above the one currently selected
- In the Toolbar, select the Oval Tool
- In the Toolbar, set the stroke color to blue and the fill color to red
- In the Properties Panel, set the stroke width to 1.00
- Select the Blank Keyframe in the 'body' layer
- Using the Oval Tool, drag out a head for the stick figure on the stage
- In the Toolbar, select the Rectangle Tool
- Using the Rectangle Tool, drag out a body for the stick figure on the stage
- In the Toolbar, select the Pencil Tool
- Note - the Pencil Tool only draws strokes
- Using the Pencil Tool, draw legs for the stick figure on the stage
- With the legs selected, modify their thickness in the Properties Panel...to your taste
- In the Toolbar, select the Selection Tool
- Select the oval 'head'
- From the Menu Bar, go to Modify > Arrange > Bring to Front
- Select the stroke 'legs'
- From the Menu Bar, go to Modify > Arrange > Send to Back
- Save your file
- Select and modify the body part colors in the Properties Panel...to your taste
- You may choose to remove the stroke by clicking the "no stroke" icon from the color picker
- Select and modify the body part positions
- to move a part simple select, then drag
- you may also use your keyboard arrow keys for fine adjustments
- adding [SHIFT] while using keyboard arrow keys amplifies the adjustments
- With the Free Transform Tool, select and modify the body part shapes
- drag the adjustment handles to change the shape dimensions
- drag the line between the adjustment handles to skew the shape
- drag outside the corner adjustment handles to rotate the shape
- Lock the 'body' layer
- Create a new layer and re-name it 'arms'
- Move the 'arms' layer to the top of the layer stack (if needed)
- In the 'arms' layer timeline, select frame 2
- With frame 2 selected, right-click over the selected frame and choose Insert Blank Keyframe
- Insert Blank Keyframe's into frames 3, 4 and 5
- Use the Timeline scrubber to preview the Timeline
- You should notice that there is a problem developing, namely, your body parts and background image 'drop out' as soon as the play head moves over frame 2
- To extend your other layers to frame 5 (i.e. to make a Frame Span), do this:
- Select frame 5 of the 'body' layer
- Right-click over the selected frame and choose Insert Frame
- Repeat this process for your three scene layers
- Save your file
- In the Toolbar, select the Brush Tool
- Note - the Brush Tool only draws fills
- In the Toolbar, select a fill color for your 'arms'
- In the Toolbar (at the bottom), select a brush size for you arms
- Note - Flash gives your cursor a preview of your chosen brush size
- In the 'arms' layer timeline, select Blank Keyframe 1
- Using the Brush Tool, draw arms for the stick figure in Blank Keyframe 1
- In the 'arms' layer timeline, select Blank Keyframe 2
- Using the Brush Tool, draw different arms for the stick figure in Blank Keyframe 2
- In the 'arms' layer timeline, select Blank Keyframe 3
- Using the Brush Tool, draw different arms for the stick figure in Blank Keyframe 3
- In the 'arms' layer timeline, select Blank Keyframe 4
- Using the Brush Tool, draw different arms for the stick figure in Blank Keyframe 4
- In the 'arms' layer timeline, select Blank Keyframe 5
- Using the Brush Tool, draw different arms for the stick figure in Blank Keyframe 5
- Save your file
- Use the Timeline scrubber to preview the animation
- From the Menu Bar, go to Control > Test Movie
- Note - be sure to close your published .swf before going back to editing your .fla
- In the Toolbar, select the Selection Tool
- If needed, select and reposition your arms
- Lock the 'arms' layer
- Drag the 'arms' layer below the 'body' layer
- Save your file
- Test your movie
- Select the 'body' layer and then create a new layer
- Remember: new layers are added above the layer currently selected
- Re-name the layer 'caption'
- In the Toolbar, select the Text Tool
- Be sure the tool is set to produce Static Type
- Click and type out a caption to appear below your animation - type to taste
- Once you are done typing, select the Selection Tool from the Toolbar
- With the Selection Tool, select the text block
- In the Properties Panel, stylize your text to taste (font, color, size etc.)
- With the Selection Tool, position your text under the animation
- With the text block selected, go to the Filters section of the the Properties Panel
- At the bottom of the Filters section, click the "Add filter' icon and choose Drop Shadow
- Style the Drop Shadow Filter to taste
- Lock the 'caption' layer
- Experiment by changing your Frame Rate (FPS)
- Save your file
- Test your movie
- DEMO: Flash File types
- DEMO: Flash Publish Settings
- DEMO: Adjusting the Publish compression settings for the background image
- DEMO: Preventing the extra background layers for being included in the Publish (i.e. reduce file size)
The Use of Speed (fps) in Frame by Frame Animations
In the above exercise we set the speed of the animation to 12 fps. There will be times when you will change this value to a number that better serves your Frame by Frame animation efforts. Consider the following examples:
![]() |
![]() |
![]() |
![]() |
![]() |
| 1 fps | 12 fps | 1 fps | 12 fps |
3. Flash File Types
Fact: When you create a single Flash graphic or animation you'll end up with multiple files. For a beginner it is very important to know the significance of these different files.
What is an .fla file?
- When you create a new file in Flash you are creating an .fla file
- An .fla file may be: Actionscript 1.0, Actionscript 2.0 or Actionscript 3.0
- Unless told otherwise, always create an Actionscript 3.0 file. This type of .fla has the potential to utilize the latest, greatest features of Flash
- An .fla file is the editable, authoring file
What is a .swf file?
- As you build you .fla, you Publish - Publishing produces a .swf file
- There are multiple ways to Publish (one way is File > Publish)
- Another way shows you the result onscreen - from the Menu Bar, go to Control > Test Movie
Can I generate other files during Publish? Can I control how files are Published?
- From the Menu Bar go to File > Publish Settings
- REMEMBER - your .swf file is what you insert into an .html page - not the .fla
What is the Flash Player?
- After you have uploaded your webpage (with .swf) to a server, the world will see your animations if they have the Flash Player installed on their computer. This used to be a big problem. This problem has all but disappeared - 98% of users have the Flash Player
- Click here from Adobe FAQ's concerning the Flash Player
4. Bitmap Graphics vs. Vector Graphics
Good news!! There are only two types of visual graphics that you will use in Flash animations: those made up of pixels (bitmap) and those made up of points (vector). It is important to realize that these are two completely different forms of visual graphics (i.e. an apple and an orange). As you build a Flash file you might:
- use Flash's Drawing Tools to create vector graphics (circles, squares etc.) or...
- import vector and/or bitmap graphics from outside of Flash or...
- both of the above
Bitmap Graphics
- are simply rows and columns of pixels
- Each pixel has a single color and/or may be set to some level of transparency (if supported by the format)
- You acquire bitmap graphics from cameras, scanners and the internet (as free and/or pay downloads)
- Bitmaps graphics are edited in programs like Adobe Photoshop
- Flash does not produce or genuinely edit (retouch, adjust, etc) bitmap graphics
- To get your bitmap graphics ready for Flash, knowledge of Adobe Photoshop will be very helpful, if not critical
- To add bitmap graphics to your Flash files you will need to Import them
- Bitmaps are great at capturing reality - i.e. what cameras do
- bitmaps can be heavy in file size
Vector graphics
- are made up of points
- Points connect to form lines (strokes) which may be straight or curved, colored, thick or thin
- Strokes connect to form shapes (circles, squares, etc.) and these shapes can be filled with a color or gradient
- A shape may have both a stroke and fill, only a stroke, or only a fill
- The points that make up a stroke or shape can be moved and/or deleted
- Vector graphics are created by programs that have vector drawing tools. Among these programs are Adobe Illustrator, Fireworks and of course, Flash.
- Vector art is super easy to edit (for example, changing an objects color, size and shape)
- You can scale a vector object up, down, and all around without distortion
- Vector art can be very lightweight when it comes to file size
5. Web Browsers and Web Graphics
All Bitmap graphics are made up of rows and columns of pixels. While there are oodles of different bitmap formats, only four are considered to be (more or less) Web browser compatible. And then there is Flash!!
.jpg
- great for photographic material
- full range of color
- no transparency support
.gif
- support 256 colors
- great for simple graphics
- support on/off pixel transparency
animated .gif
- multiple layers - played at speed
- support 256 colors
- great for simple graphics
- support on/off pixel transparency
.png
- full range of color
- and a full range of pixel transparency (ex. 20%, 40%, 80%)
- watch out for file size
.swf
- can hold bitmap graphics - pixels
- can hold a vectors graphics - including text
- can hold audio
- can hold video
- can hold all of the above at the same time
.swf Background
You can change the color of any visible portion of a .swf file's background (i.e. the stage), after the .swf file has been produced and inserted on to a webpage (for example, in Dreamweaver). You can also set the background to transparent.
![]() |
![]() |
![]() |
![]() |
| original .swf | same .swf w/ red bk | same .swf w/ green bk | same .swf w/ transparency |
.swf Scaling
If your .swf file contains only vector graphics, it will scale (up and down) beautifully - unlike web bitmap graphics (.jpg, .gif, animated .gif and .png) which tend to become pixelated (or just yucky) when scaled. Sadly...if your .swf file contains bitmap graphics they too will become pixelated when scaled (there is no magic way around this yet).
![]() |
![]() |
| .gif at 100% | .swf at 100% |
![]() |
![]() |
| .gif scaled to 200% | .swf scaled to 200% |
6. Tweening in Flash
When building animations in Flash you have two directions you can go: create each individual frame (frame-by-frame) or ask Flash for help (tweening). You can also have an animation that has both frame by frame and tweening.
"Tween" is actually short for "in-between", and refers to auto-rendering of graphics, by Flash, of the frames between two author defined keyframes.
Flash's has three forms of tweening - motion (new), Classic (used to be called Motion) and Shape. For all types of tweening, you ask Flash to help you with the frames in between.

A tweened animation...

behind the scenes
Exercise 2 - Motion Tween Animation
As mentioned above, Tweens require that the animator defines the beginning and end keyframes before asking Flash to help out with the in betweens.
Motions tweening requires that the same base graphic (bitmap or vector) be used at both ends of the tween (i.e. you can't Motion Tween a circle into a square - that's a Shape Tween - Exercise 3).
Because the same base graphic is used at both ends of the tween, we convert that graphic into a symbol. Symbol use decreases file size, allows for much faster editing and is a prerequisite for Motion Tweens.
Remember...Before you Motion Tween...make a Movie Clip Symbol.
The vector graphics to be used in this exercise will come from an Adobe Illustrator file (.ai). Prior to import we will explore some important features of the Illustrator file including: Illustrator layers, document transparency, document size (pixel count) and Image format.
The fish used in the exercise came from Wikimedia Commons.

Step by Step »
- From the Menu Bar (File > New) or the Welcome Screen (if visible), create a new, Actionscript 3.0 file
- In the Properties Panel, set the Frame Rate (FPS) to 24
- 24 is a good frame rate for tweening
- Save your file as ex-2.fla
- To bring in the material to be use in the animation, from the Menu Bar go to File > Import > Import to Stage
- Choose fish.ai as the file you want to Import
- In the .AI Import dialogue box dialogue box set the following:
- Be sure to set Convert Layers to: Flash Layers
- check 'Place objects at original position'
- check 'Set stage size to same size...'
- Once imported, lock three 'bar' layers
- In the Tool Bar, select the Selection Tool
- Select the fish and drag it off stage left
- With the fish selected, right-click and choose 'Convert to Symbol...'
- In the Convert to Symbol dialogue box:
- for Name: mc-fish
- for Type: Movie Clip
- Movie Clip symbols are needed for Motion Tweening
- In the top-right corner of the Timeline, find the tiny, drop-down menu
- From the drop-down menu, set the frame size to Normal
- Select frame 100 of the top layer - hold down the [SHIFT] key - and select frame 100 of the lowest layer
- Right-click over the selected layers and choose 'Insert Frame'
- You have just created Frame Spans
- Right-click on the fish and choose 'Create Motion Tween'
- Save your file
- Test your movie
- Move the Timeline Scrubber to frame 100
- Select, then drag the fish off stage right
- Save your file
- Test your movie
- Move the 'bar-2' layer above the 'fish' layer
- Save your file
- Test your movie
- Return the 'bar-2' layer to it's original order
- With the Selection Tool, modify the Motion Tween Spline Line
- Save your file
- Test your movie
- Move the Timeline Scrubber to frame 40
- Select, then drag the fish to a new position
- Save your file
- Test your movie
- Move the Timeline Scrubber to frame 60
- Select, then drag the fish to a new position
- In the Tool Bar, select the Convert Anchor Point Tool (under the Pen Tool)
- Practice converting curved points to corner points and vice-versa
- Practice adjusting the curved point handles
- Save your file
- Test your movie
- Click anywhere in the Motion Tween
- In the Properties Panel, add an Easing value to your Motion tween
- Save your file
- Test your movie
- In the Properties Panel, add an Rotation value to your Motion tween
- Save your file
- Test your movie
Exercise 3 - Shape Tweening
In this exercise we will create a Shape Tween animation. Shape tweens are used when you want to morph one shape into a completely different shape.
The truth about Shape Tweening - While shape tweens sound good on paper they often produce undesirable results. If you want to improve the results of your shape tween you might consider adding more keyframes (i.e. more places where you can control the morphing) or learn about Shape Hints.
The background image used in this exercise was acquired from flicker Creative Commons, specifically, and with much thanks to brainchildvn

Step by Step »
- From the Menu Bar (File > New) or the Welcome Screen (if visible), create a new, Actionscript 3.0 file
- In the Properties Panel, set the Frame Rate (FPS) to 24
- 24 is a good frame rate for tweening
- Save your file as ex-3.fla
- In the Toolbar, select the Selection Tool
- In the top-right corner of the Timeline, find the tiny, drop-down menu
- From the drop-down menu, set the frame size to Normal
- To bring in the background image, from the Menu Bar, go to File > Import > Import to Stage
- Choose girl-with-hands.psd as the file you want to Import
- In the .PSD Import dialogue box set the following:
- Convert Layers to: Flash Layers
- check 'Place objects at original position'
- check 'Set stage size to same size...'
- check 'Bitmap image with editable layer styles' - this creates a Movie Clip of the image layer allowing for Filters to be added
- Be sure the layer is set to Lossy
- In the Properties Panel, locate the Stage: Background color chip box
- You will not see the Background color chip if something is selected
- To de-select all, simply click off the Stage (where there is nothing)
- Change the stage color to one that compliments your background image by:
- choosing a color from the color picker dialogue box or...
- sampling a color from the image
- With the Selection Tool, select the image
- With the image selected, go to the Filters section of the the Properties Panel
- At the bottom of the Filters section, click the "Add filter' icon and choose Glow
- Style the Glow Filter to taste
- In the 'girl' layer timeline, select frame 80, right-click over the selected frame and choose 'Insert Frame'
- You have just created a Frame Span
- Lock the 'girl' layer
- Save your file
- Re-name 'Layer 1' to 'blob-left'
- Move the 'blob-left' layer to the top of the layer stack
- In the Toolbar, select the Oval Tool
- Turn the stroke color off and the fill color to red
- Using the Oval Tool, drag out an oval over the girl's right hand (image left)
- In the Toolbar, select the Selection Tool
- Select the red oval, right-click and choose 'Break Apart'
- Deselect the oval by clicking off to the side of the stage
- To give the shape a flat bottom, drag a selection over the bottom of the oval, then simply delete
- In the 'blob-left' layer timeline, select frame 80, right-click over the selected frame and choose 'Insert Keyframe'
- Note - Flash has auto-copied the contents of Keyframe 1 into Keyframe 80
- Right-click anywhere between keyframes 1 and 80 and choose 'Create Shape Tween'
- Save your file
- Test your movie
- In the 'blob-left' layer timeline, select frame 40, right-click over the selected frame and choose 'Insert Keyframe'
- Note - Flash has auto-copied the contents of Keyframe 1 into Keyframe 40
- In the Toolbar, select the Selection Tool
- Click off the stage to deselect all objects
- With the Selection Tool, modify the shape of the oval in Keyframe 40 by dragging on the outer edge of the shape
- Notice that the Selection Tool cursor icon changes when you are on top of the edge of a shape
- Lock the 'blob-left' layer
- Save your file
- Test your movie
- With the Selection Tool, in the 'blob-left' layer timeline, select Keyframe 40
- Click and drag Keyframe 40 left or right to change your animation
- Save your file
- Test your movie
- With the Selection Tool, in the 'blob-left' layer timeline, select Keyframe 1
- In the Properties Panel, set the easing value to 100
- With the Selection Tool, in the 'blob-left' layer timeline, select your second keyframe
- In the Properties Panel, set the easing value to -100
- Save your file
- Test your movie
- Unlock the 'blob-left' layer
- Select the 'blob' in the second keyframe
- In the Properties Panel - change the blob's fill color
- Save your file
- Test your movie
5. Adding your .swf to a Web Page in Dreamweaver
By far the easiest way to add your finished Flash animation (.swf) to a webpage is to use Adobe Dreamweaver. Flash and Dreamweaver are both Adobe products and are engineered to work together.
- In Dreamweaver, you should first define a site, move your Flash animations into the site and create a webpage to hold your .swf.
- Set the cursor on your webpage where you want your .swf animation to appear. You might set your cursor within a table cell, a <div>, or anywhere between the <body> tags.
- From the Menu Bar (top) and choose Insert > Media > SWF
- Dreamweaver will prompt you to attach a JavaScript file to your .html page. This file will help ensure that your .swf plays back correctly. Be sure to agree to adding this JavaScript file. Be sure to upload this file when you upload your .html page.
- DEMO: Change the background color of a .swf (if visible)
- DEMO: Set the background color of a .swf to transparent (wmode - transparent)
- DEMO: The difference between .swf code and image code

Exercise 4 - Frame by Frame: Part 2

Step by Step »
- From the Menu Bar (File > New) or the Welcome Screen (if visible), create a new, Actionscript 3.0 file
- In the Properties Panel, set the Frame Rate (FPS) to 1
- Save your file as ex-4.fla
- To bring in the background image, from the Menu Bar, go to File > Import > Import to Stage
- Choose billboard-eyes.psd as the file you want to Import
- In the .PSD Import dialogue box set the following:
- Convert Layers to: Flash Keyframes
- check 'Place objects at original position'
- check 'Set stage size to same size...'
- Be sure each layer is set to Lossy
- Save your file
- Test your movie
- In the top-right corner of the Timeline, find the tiny, drop-down menu
- From the drop-down menu, set the frame size to Large
- In the 'billboard-eyes.psd' layer, select Keyframe 2 - hold down the [SHIFT] key - then select Keyframe 5
- Right-click over the selected frames and choose 'Cut Frames'
- Select the Blank Keyframe in the other available layer (should be 'layer-1')
- Right-click over the selected frame and choose 'Paste Frames'
- Rename the layer containing the billboard image to 'billboard'
- Rename the layer containing the eye set images to 'eyes'
- Bring the 'eyes' layer to the top of the layer stack
- Lock the 'eyes' layer
- Clean up the 'billboard' layer by:
- Removing the extra blank keyframe (right-click over the frame and choose 'Clear Keyframe')
- Remove the extra frame (right-click over the frame and choose 'Remove Frame')
- you should now have a frame span the 'spans' the same number of frames as the 'eyes' layer above it
- Save your file
- Test your movie
- Adjust your frame rate to taste
- Save your file
- Test your movie
- Add one extra frame after the 'eyes open' and 'eyes closed' images by:
- Select the frame with the 'eyes open' image - right-click and choose "Insert Frame'
- Select the frame with the 'eyes closed' image - right-click and choose "Insert Frame'
- you will need to adjust your 'billboard' frame span to match the lengthened 'eyes' layer
- Save your file
- Test your movie
- Add a new layer called 'text'
- Add text to the left side of the billboard - style to taste
- Save your file
- Test your movie
Exercise 5 - Classic Tween with Motion Guide

Step by Step »
- From the Menu Bar (File > New) or the Welcome Screen (if visible), create a new, Actionscript 3.0 file
- In the Properties Panel, set the Frame Rate (FPS) to 24
- 24 is a good frame rate for Classic tweening
- Save your file as ex-5.fla
- Select and import 2 files - kaimuki.psd and car.ai
- In the .PSD Import dialogue box set the following:
- Convert Layers to: Flash Keyframes
- check 'Place objects at original position'
- check 'Set stage size to same size...'
- Be sure each layer is set to Lossy
- In the .AI Import dialogue box set the following:
- Convert Layers to: Flash Keyframes
- check 'Place objects at original position'
- DO NOT resize the stage
- With the 'car' layer selected, check 'Create Move Clip'
- Choose the Selection Tool from the Toolbar
- Lock the 'kaimuki-streets' layer
- Move the 'car' above 'kaimuki streets'
- In the top-right corner of the Timeline, find the tiny, drop-down menu
- From the drop-down menu, set the frame size to Normal
- In the 'kaimuki streets' layer, select frame 120, right-click and choose 'Insert frame'
- You have just created a Frame Span
- In the 'car' layer, keyframe 1, select the car and move it outside upper stage right
- Note in the the Properties Panel that the car was made into a Movie Clip during import
- In the 'car' layer, select frame 120, right-click and choose 'Insert Keyframe'
- Note - Flash has auto-copied the car from Keyframe 1 into Keyframe 120
- In the 'car' layer, keyframe 120, select the car and move it outside lower stage right
- Select Keyframe 1 of the 'car' layer, right-click and choose 'Create Classic Tween'
- Save your file
- Test your movie
- Right-click on the 'car' layer name and choose 'Add Classic Motion Guide'
- Note that Flash has given you a new layer to place you guide in (Guide: car)
- In the Tool Bar select the Pen Tool
- In the Tool Bar set to stroke color to red
- In the Properties Panel set the stroke width to 2
- Select Keyframe 1 of the guide layer
- With the Pen Tool, click out a motion guide (path) through the streets of Kaimuki - begin and ending off stage
- Lock the 'Guide: car' layer
- Save your file
- In the 'car' layer, keyframe 1, select the car, drag and snap it to the start of your motion guide
- In the 'car' layer, keyframe 120, select the car, drag and snap it to the start of your motion guide
- In the Tool Bar, select the Free Transform Tool
- Rotate both cars (Keyframes 1 and 120) so they are oriented to the motion guide
- In the 'car' layer, select keyframe 1
- In the Properties Panel, check the "Orient to path' box
- Save your file
- Test your movie
- Add additional Keyframes at street intersections
- Adjust the easing values at those keyframes to give the car more realistic speed changes
- Save your file
- Test your movie
Exercise 6 - Motion Tween with Masking
The background image used in this exercise was acquired from flicker Creative Commons, specifically, and with much thanks to Eddi 07

Step by Step »
- From the Menu Bar (File > New) or the Welcome Screen (if visible), create a new, Actionscript 3.0 file
- In the Properties Panel, set the Frame Rate (FPS) to 24
- 24 is a good frame rate for Motion tweening
- Save your file as ex-6.fla
- To bring in the background image, from the Menu Bar, go to File > Import > Import to Stage
- Choose texture.psd as the file you want to Import
- In the .PSD Import dialogue box set the following:
- Convert Layers to: Flash Keyframes
- check 'Place objects at original position'
- check 'Set stage size to same size...'
- Be sure each layer is set to Lossy
- In the 'texture' layer, select frame 100, right click and choose 'Insert Frame'
- Lock the 'texture' layer
- Re-name 'Layer-1' to 'mask'
- Move the 'mask' layer to the top of the layer stack
- In the Tool Bar, select the Oval Primitive Tool
- Drag out a Oval Primitive off to stage left
- Select the Oval Primitive and set both it's width and height to 400
- Align to Oval Primitive to stage bottom with the Align Panel
- Be sure the Oval Primitive is off stage left
- Select the Oval Primitive, in the Properties Panel, adjust the Oval Primitive settings to visual taste
- Select the Oval Primitive, right-click and choose 'Convert to Symbol'
- In the Convert to Symbol dialogue box:
- for Name: mc-oval
- for Type: Movie Clip
- Movie Clip symbols are needed for Motion Tweening
- Right-click the Movie Clip and choose 'Create Motion Tween'
- Note that Flash has extended your motion tween to match the 'texture' layer length
- Slide the Timeline scrubber to the last frame of the Motion Tween
- [SHIFT] drag the Movie Clip off stage right
- Save your file
- Test your movie
- Select Keyframe 1 of the 'mask' layer
- In the Properties Panel, add a rotation to the Motion Tween
- Save your file
- Test your movie
- Right-click on the 'mask' layer name and choose 'Mask'
- Save your file
- Test your movie







