CREATING A MINI-LESSON MOVIE

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1 PROJECT 4 CREATING A MINI-LEON MOVIE Upon completion of this project, you should be able to: Create a simple animation. Create a text animation. Create sound clips. Create Drag and Drop learning interactions. Publish your files. Guided Exploration of the Macromedia Flash MX Interface The following is a short introduction to Macromedia Flash MX. Many of the steps are left open-ended so you can explore the Flash interface and tool set prior to starting the project. Guided exploration combines step-by-step instructions with open-ended suggestions so you can try different options. Comparing your results will show you the range of possibilities, spark your creativity, and increase your understanding of Flash. Before starting this project, you should review Assessment Guidelines at the end of this project. Use these guidelines to assess the use of media and design elements in a multimedia project. If you are already familiar with Macromedia Flash MX, you can skip to Activity 1: Creating a Plan for Your Animation. TEP-BY-TEP 4.1 Exploring the Flash Interface 1. tart Flash. Notice the title bar at the top of the window in Figure 4-1. This title bar displays the document title. When you first start Flash, the new document is called Untitled-1 until you save the file with a new name. ubsequent new documents will be called Untitled-2, Untitled-3, and so on, until you exit Flash. 123

2 1 2 4 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.1 Continued FIGURE 4-1 Flash window 2. Click through the top menu bar to get an idea of the menu selections and locations. Pay particular attention to the Edit, Insert, Modify, and Control menus. These menus contain many of the design element and manipulation functions.

3 Project 4 Creating a Mini-Lesson Movie 125 TEP-BY-TEP 4.1 Continued 3. Locate the tage, as shown in Figure 4-2. The tage contains all the elements that make up a Flash document. It defines the border of the final file you create (the WF movie). The contents of the tage reflect the current frame(s) on the Timeline. FIGURE 4-2 Flash tage area tage 4. Locate the Timeline. It looks similar to that shown in Figure 4-3. The Timeline is a key organizational and navigational tool for your animations. Here graphics are animated over time. You coordinate the timing of the animation and assemble the artwork in separate layers on the Timeline. The Timeline displays each frame in the movie. Playhead Pencil icon FIGURE 4-3 Flash Timeline Tweened animation Center frame button Onion-skin buttons Frame rate Timeline header Elapsed time Frame View pop-up menu Empty keyframe elected frame number

4 1 2 6 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.1 Continued 5. Position the pointer over each icon on the Timeline to read the title. Leave Flash open for use in the next tep-by-tep. The tools on the left side of the Timeline coordinate layers. Layers are like transparent sheets of acetate stacked on top of each other. When you create a new movie, it contains one layer. You can add more layers to help organize the artwork, animation, and other elements in your movie. The following exercise will help you understand how frames and layers interact on the tage and how you can control them with the Timeline. TEP-BY-TEP 4.2 Exploring Frames and Layers 1. Click File and then click Open. The Open dialog box opens, as shown in Figure 4-4. FIGURE 4-4 Open dialog box 2. From the data files supplied with this course, browse to locate the ample Movies folder and click the file bouncing-ball.fla. Click Open. The Bouncing Ball document opens. 3. Notice that two layers are listed on the Timeline: Text and Ball. Click Control and then click Play. This will play the short Bouncing Ball movie.

5 Project 4 Creating a Mini-Lesson Movie 127 TEP-BY-TEP 4.2 Continued 4. Click the Eye column (how/hide Layer) on the Ball layer. The ball disappears from the tage. A red X appears in the Eye column, indicating that the Ball layer is hidden from view, as shown in Figure 4-5. FIGURE 4-5 Ball layer is hidden 5. Click Control and then click Play. The keyboard shortcut is Enter (Windows) or Return (Macintosh). The only visible object is text that appears briefly near the end of the movie close to the bottom of the tage. 6. Click the Eye column on the Ball layer to view the layer again. 7. Explore the Timeline. a. Use the Control menu to advance one frame at a time: Click Control and then click tep Forward. (You may need to rewind the movie first; click Control and then click Rewind.) b. Click the pointer in a new frame. c. Notice where the Pencil icon appears when you click different frames. This identifies which layer you are currently working in. d. what appears on each layer. 8. Click File and then click Close to close the Bouncing Ball document. Do not save any changes. Leave Flash open for use in the next tep-by-tep.

6 1 2 8 Project 4 Creating a Mini-Lesson Movie Using Drawing Tools The toolbox shown in Figure 4-6 contains Flash drawing tools and other tools you ll need to create and manipulate graphics in order to make animations. The Tools section contains drawing, painting, and selection tools. The View section contains tools for zooming and panning the application window. The Colors and Options sections contain modifiers for the selected tool, which affect the tool s painting or editing operations. FIGURE 4-6 Flash toolbox Arrow Line Pen Oval Pencil Free Transform Ink Bottle Eyedropper Hand ubselection Lasso Text Rectangle Brush Fill Transform Paint Bucket Eraser Zoom troke Color Fill Color Tool modifiers You use the Rectangle tool to draw rectangular shapes, including squares. When you draw a rectangle, you draw both an outline of the shape and its fill. TEP-BY-TEP 4.3 Using the Rectangle Tool 1. Click File and then click New to create a blank document if one is not already open. 2. Click the Rectangle tool in the toolbox. The pointer changes to a cross. 3. Use the Colors controls in the toolbox to select colors for the stroke (outline) and fill for the rectangle. 4. Drag the pointer across the middle of the tage to draw a rectangle there. elect the stroke and fill colors before you draw; otherwise, you must select the object with the Arrow tool and then select stroke and fill colors.

7 Project 4 Creating a Mini-Lesson Movie 129 TEP-BY-TEP 4.3 Continued 5. Draw three more rectangles of various colors and sizes. To create a perfect square, hold down hift as you drag the pointer. 6. If you create an object you don t want, click Edit and then click Undo. Leave the file open for use in the next tep-by-tep. The Undo command deletes the most recently created object, element, or effect. You can use this command repeatedly to delete more than one object. You use the Oval tool to draw oval shapes, including circles. TEP-BY-TEP 4.4 Using the Oval Tool 1. In the toolbox, click the Oval tool. 2. Use the Colors controls to select troke and Fill colors. 3. Move the pointer over the tage. The pointer changes to a cross. 4. Drag the pointer to create an oval with the size and proportions you want. 5. Draw three more ovals of various colors and sizes. To create a perfect circle, hold down hift as you drag the pointer. Leave the current file open for use in the next tep-by-tep. You can specify or change the properties of an object, such as color, line width, or font size, with the Property inspector and floating panels. The Property inspector opens below the tage, and panels appear on the right side of the workspace. The options available on the Property inspector shown in Figure 4-7 vary according to the element currently selected on the tage. FIGURE 4-7 Property inspector To change the properties of a shape you have drawn, you first select the part you want to modify. Click the Arrow tool in the toolbox and then do one of the following: To select the entire object, double-click the fill area. To select the fill, click the fill area. To select one side of the border, click the border. To select the entire border, double-click the border. A line, such as the border of a rectangle, has three stroke attributes: color, thickness, and style.

8 1 3 0 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.5 etting troke Attributes on the Property Inspector 1. Make sure the Property inspector is open. (Click the arrow on the left side of its title bar if necessary.) 2. Using the Arrow tool, double-click to select the border of one of your rectangles. 3. Click the troke color box on the Property inspector. The pointer changes to an eyedropper and a set of color boxes appears. 4. To select a color, either click a color box or key a hexadecimal value representing a color in the hexadecimal color text box. elect one of the many shades of blue. 5. To set a line thickness, enter a number between 0.25 and 10 in the troke height box and press Enter (Windows) or Return (Macintosh). You can also click the triangle next to the box and drag the slider to set a value. To explore the effect of line thickness, first set the stroke height to 0.25 and then set it to To select a line style, click the troke style menu. elect a style of your choice. 7. Notice that the stroke options on the Property inspector are also available on the Color Mixer, as shown in Figure 4-8. Use the Color Mixer to change the stroke attributes of the borders of another rectangle. Make sure the Color Mixer is open (click the triangle on the left side of the panel title bar or click Window and then click Color Mixer). FIGURE 4-8 Color Mixer panel 8. To draw a rectangle with no border, click the Rectangle tool. On the Color Mixer, click the troke color icon (pencil) and click the No Color box (the box with a red line through the center). Leave the file open for use in the next tep-by-tep. Hot Tip To remove the border from an existing shape, select the border and press Delete.

9 Project 4 Creating a Mini-Lesson Movie 131 Flash has five fills: none, solid, linear gradient, radial gradient, and bitmap. You set the fill type and related attributes in the Color Mixer. TEP-BY-TEP 4.6 etting Fill Attributes 1. elect the fill (interior) of one of your ovals. 2. On the Color Mixer, click the Fill Color button, and from the Fill style menu, choose a fill type. The attributes for that fill type appear on the panel below the menu. Click olid. 3. Click the Fill color box. The pointer changes to an eyedropper and a set of color boxes appears. 4. To select a color, either click a color box or key a hexadecimal value representing a color in the Hexadecimal Color text box. Choose a light blue. 5. Draw another oval with the new fill attributes. Leave the current file open for use in the next tep-by-tep. The Pencil tool gives you two free-form modes traighten and mooth that help you draw precise, smooth shapes. Use the traighten mode to eliminate small inconsistencies that can spoil free-form sketches. traighten changes your free-form lines into straight lines and regular arcs. In HTML, colors are expressed either as hexadecimal values (for example, #FF0000) or as color names (red). The colors common to Netscape Navigator and Microsoft Internet Explorer on both Windows and Macintosh systems when running in 256-color mode are called Web-safe colors. The conventional wisdom is that there are 216 common colors and that any hexadecimal value that combines the pairs 00, 33, 66, 99, CC, or FF represents a Web-safe color. Testing, however, has revealed that only 212 colors are Web-safe. Internet Explorer on Windows systems does not correctly render the colors #0033FF, #3300FF, #00FF33, and #33FF00. All color palettes in Flash use the 212-color Websafe palette; selecting a color from the palette displays the color s hexadecimal value. To choose a color outside the Websafe range, click the color wheel icon at the top of the color palette to open the system color picker. The system color palette is not limited to Web-safe colors. TEP-BY-TEP 4.7 Using the Pencil Tool 1. Click the Pencil tool in the toolbox. The Pencil Mode appears in the Options section of the toolbox. To select none (no fill color) for a new shape, click the box with a red line through the center or click None from the Fill style menu.

10 1 3 2 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.7 Continued 2. From the Pencil Mode pop-up menu shown in Figure 4-9, click traighten if necessary. FIGURE 4-9 Pencil Mode options 3. Move the pointer over the tage. The pointer changes to a Pencil icon. 4. Drag to draw a curvy line. As you drag, you see a preview of your rough draft. Release the mouse button. Your curvy line turns into a set of straight-line segments and regular curves. 5. With the Pencil tool in traighten mode, quickly draw a rectangle or circle. Release the mouse button. Flash recognizes the shape and draws a perfect rectangle or oval. 6. With the Pencil tool selected, click Ink from the Pencil Mode pop-up menu. 7. Drag on the tage to draw a curvy line. When you release, Flash makes your line less jagged but leaves your curves as you drew them. Leave the file open for use in the next tep-by-tep. Erasing with the Eraser tool removes strokes and fills. You can quickly erase everything on the tage, erase individual stroke segments or filled areas, or erase by dragging. TEP-BY-TEP 4.8 Using the Eraser Tool 1. Use Normal mode to erase strokes and fills: a. Click the Eraser tool in the toolbox. You can modify the settings for the Eraser tool in the Options section. b. Click Erase Normal from the Eraser Mode pop-up menu. c. Choose the size and shape of the eraser from the Eraser hape pop-up menu. d. Drag the Eraser tool on the tage to erase some of your ovals. 2. Use the Faucet option to erase a line: a. With the Eraser tool selected in the toolbox, click the Faucet button in the Options section. b. Place the Faucet over a line you want to erase. c. Click the line to delete it. As with other procedures, if you change your mind after you use the Erase tool, you can click Edit and then click Undo to restore what you erased.

11 Project 4 Creating a Mini-Lesson Movie 133 TEP-BY-TEP 4.8 Continued 3. Use the Faucet option to erase a fill: a. Click the Faucet option for the Eraser tool. b. Place the Faucet over the fill you want to erase. c. Click the fill to delete it. d. Use the Faucet option to erase rectangle fills. 4. To quickly erase everything on the tage, double-click the Eraser tool. 5. Exit Flash. Do not save changes to the current file when prompted. Now you have seen the basic elements of the Flash interface. Each activity that follows provides you with step-by-step instructions for creating a movie. Activity 1: Creating a Plan for Your Animation In this activity, you learn how to: Create a storyboard. Work with frame animation. et the properties for the movie. Before you start planning the movie, you should view a completed version of the project to get an idea of what you will create. ee your instructor and view the movie as explained in tep-by-tep 4.9. TEP-BY-TEP 4.9 Viewing the Completed Movie 1. tart Flash. 2. Click File and then click Open. The Open dialog box opens. Your instructor will tell you how to access the completed movie, which is named la-pelota.fla. Click Open to open the movie. 3. To watch the movie play, click Control and then click Test Movie. When the tart button appears, click it. 4. Click each of the Play buttons. 5. Click Matching. Then listen and try to match the panish phrases to the English phrases. 6. Click File and then click Close to close the movie file. Close the file la-pelota.fla. Do not save any changes. Leave Flash open for use in the next tep-by-tep.

12 1 3 4 Project 4 Creating a Mini-Lesson Movie This is the movie you will create in this project. You can vary the content by creating your own sound files and text. A storyboard is a plan for your animation. toryboarding is an important first step in creating a Flash movie. A storyboard is a series of panels with sketches that show how the movie will progress. The storyboard becomes increasingly important the more complex the movie or animation. TEP-BY-TEP 4.10 Planning the Animation 1. Use notebook or blank paper to draw out a series of panels, similar to a comic book. Each panel represents the tage, where the action takes place. 2. Use numbers to designate each frame of the action on the tage. These transition actions are called keyframes. Keyframes define the changes in an animated sequence, such as the object s movement or change in characteristics. Figure 4-10 shows the storyboard for the beginning sequence of the movie. FIGURE 4-10 toryboard for movie The movie contains three scenes: 1. The introduction sequence with the animated ball 2. The sound-interaction sequence with play buttons and bouncing ball 3. The matching learning-interaction sequence 3. Create a storyboard for each of the three scenes. Be sure to note how the viewer controls the progression from one scene to the next. You use the Document Properties dialog box to set important properties such as tage size, background color, and frame rate. The tage is the area where all the action takes place. Just as in a theater production, it is the area in which the actors perform for the audience.

13 Project 4 Creating a Mini-Lesson Movie 135 The background color is the color of the backdrop for the tage (the background color for your movie). A frame is one single still image among the many that make up a movie. The frame rate is the number of frames per second of a Flash movie. TEP-BY-TEP 4.11 etting the Movie Properties 1. In Flash, click File and then click New to create a new tage. 2. Click Modify and then click Document. The Document Properties dialog box opens, as shown in Figure FIGURE 4-11 Document Properties dialog box 3. To change the tage size, you can enter values for Height and Width in the Dimensions text boxes. Click Printer to have your tage size match the maximum print area currently available to you. Click Contents to create a tage area just large enough to cover the elements in your movie. For this project, use the default size of pixels. 4. From the Ruler Units pop-up menu, choose the units in which you prefer to work. Flash will use these units to calculate all measured items on the tage: rulers, grid, spacing, and dimensions. If you change the ruler units, the width and height dimensions of the tage will stay the same. Flash will automatically calculate and convert the size into the requested equivalent units. 5. Click the Background Color box to change the tage s background color. For this project, select white as the background color, if necessary. A frame rate that s too slow makes the animation appear to stop and start; a frame rate that s too fast blurs the details of the animation. A frame rate of 12 frames per second (fps) usually gives the best results on the Web (the standard motionpicture rate is 24 fps). Most QuickTime and AVI movies have a frame rate of 12 fps. Flash allows only one frame rate for the entire Flash movie, so it is a good idea to set this rate before you begin creating an animation.

14 1 3 6 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.11 Continued 6. Leave 12 as the value for Frame Rate. The total number of frames times the frame rate determines the length of the movie. Twelve frames per second is the default set in Flash. The majority of computers can display this frame rate smoothly. 7. When you have made all the changes, click Make Default. Click OK. Leave the file open for use in the next tep-by-tep. Activity 2: Creating a hort Animation You are ready to create a short movie. In this activity, you learn how to: Create animation. Insert different frame types (empty, key, regular, tweened). Use the playhead. Work with the Timeline. Modify attributes. Add shape-tweened animation. ToolTips are annotations that appear when the pointer is positioned over a button or icon. To make it easier to identify tools and buttons, make sure ToolTips are turned on in Flash. TEP-BY-TEP 4.12 Using ToolTips 1. If the toolbox is not already open, click Window and then click Tools. 2. To turn on ToolTips, click Edit and then click Preferences (Windows) or click Flash and then click Preferences (Macintosh O X). 3. In the Preferences dialog box, click the General tab.

15 Project 4 Creating a Mini-Lesson Movie 137 TEP-BY-TEP 4.12 Continued 4. Make sure the how Tooltips box is checked, as shown in Figure Click OK. Leave the file open for use in the next tep-by-tep. FIGURE 4-12 Preferences dialog box TEP-BY-TEP 4.13 Creating a imple Bouncing Ball 1. If you do not already have an Untitled document in the Flash window, click File and then click New. Flash creates a document with one layer and a keyframe in frame 1 of the Timeline. 2. Click File and then click ave As. The ave As dialog box opens. 3. In the File name (ave As in Macintosh) text box, key la-pelota.fla. 4. Click ave. 5. On the Timeline, click frame 1 on Layer 1 to select it. 6. In the toolbox, click the Oval tool. et the stroke color to None (see tep-by-tep 4.5). et the fill color to orange. Create a file folder in which to save your movie, if necessary, from the ave As dialog box. Place the folder on the main hard drive of the computer, preferably in the same root folder where the project graphic and sound file folders were copied. You might want to include your initials in the filename, such as la-pelota-jm.fla.

16 1 3 8 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.13 Continued 7. Draw a circle near the middle of the tage. Next you create a motion tween for your circle. Before you can use a drawn shape in a motion tween, you must convert it to a symbol. 8. Use the Arrow tool to select your circle. Click Insert and then click Convert to ymbol to open the Convert to ymbol dialog box. To help orient the drawing on the tage, you can turn on rulers and grids. Click View and then click Rulers, and click View, click Grid, and then click how Grid. 9. Name the symbol Ball and click Graphic as the Behavior. Click OK. Flash saves the graphic in the library for la-pelota.fla, as shown in Figure To see this library, click Window and then click Library. FIGURE 4-13 Ball symbol in Library 10. From the menu bar, click Insert and then click Create Motion Tween. 11. On the Timeline, click frame From the menu bar, click Insert and then click Keyframe. 13. Click the Arrow tool and drag the circle to the bottom of the tage. The solid bullet in frame 5 indicates you have created content in a keyframe. 14. On the Timeline, click frame Click Insert and then click Keyframe. Alternatively, you can right-click (Windows) or Control-click (Macintosh) frame 1 on the Timeline and click Create Motion Tween from the context menu. Alternatively, you can right-click (Windows) or Control-click (Macintosh) frame 5 and click Insert Keyframe from the context menu, or press F6.

17 Project 4 Creating a Mini-Lesson Movie 139 TEP-BY-TEP 4.13 Continued 16. Move the circle back to the middle of the tage where it began. 17. Click Window, click Toolbars, and then click Controller (Windows), or click Window and then click Controller (Macintosh). Click Play on the Controller to preview your animation, as shown in Figure FIGURE 4-14 Animation in progress Using the circle you created, you will add new colors to each bounce. The circles in frames 5 and 10 are each instances of the library symbol Ball. Each instance of a symbol can have its own color effect. TEP-BY-TEP 4.14 Changing the Color of the Ball 1. Click frame 5 and click the circle. The Property inspector displays options for the selected instance of Ball. 2. On the Property inspector, choose Tint from the Color pop-up menu shown in Figure FIGURE 4-15 Change ball color using Tint

18 1 4 0 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.14 Continued 3. Click the Color box and select a tint color. 4. Click Play on the Controller to preview your animation. 5. Click frame 15. Click Insert and then click Keyframe. 6. Drag the circle to the bottom of the screen. 7. With frame 15 selected, click the circle and change the tint color on the Property inspector. 8. Repeat teps 5 through 7 every five frames, changing the position and color of the circle each time, ending at frame 35. (The ball in frame 35 will be positioned at the bottom of the tage.) 9. Test the animation by clicking Play on the Controller. The circle has turned to a color-changing bouncing ball, as shown in Figure FIGURE 4-16 Ball with color change 10. Click File and then click ave to save your work. Leave the file open for use in the next tep-by-tep.

19 Project 4 Creating a Mini-Lesson Movie 141 Using what you have created, you will adjust the size of each instance of the bouncing ball. You do all the editing through keyframes, now that you have created a motion tween. TEP-BY-TEP 4.15 Adjusting the ize of the Ball 1. Click frame Click Modify, click Transform, and then click cale. quare handles appear on the four corners and four sides of the box surrounding the ball. 3. To change the size of the ball without distorting its shape, drag one of the corner handles in a diagonal direction. Make this instance of the ball larger. 4. Click Play on the Controller to preview your animation. 5. Repeat teps 1 through 4 every five frames, alternately changing the size from larger to smaller. 6. Test the animation. When you are satisfied with the appearance, click File and then click ave, or click Ctrl+ (Windows) or Command+ (Macintosh). Leave the file open for use in the next tep-by-tep. Using what you have created, you will manipulate the position of your bouncing ball. TEP-BY-TEP 4.16 Manipulating the Graphic Elements 1. Click frame Use the Arrow tool to drag the ball to the left side of the tage. 3. Click frame 15. Drag the ball to the top. 4. Click frame 20. Drag the ball to the right. 5. Click frame 35. Drag the ball to the center of the tage. 6. Click Play on the Controller to preview your animation. 7. ave your work, and leave the file open for use in the next tep-by-tep. Using what you have created, you will create some special effects for the bouncing ball.

20 1 4 2 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.17 Creating pecial Effects 1. Click frame 40 on the Timeline. 2. Click Insert and then click Keyframe. 3. Click the ball and use the Property inspector to change the tint color to red. 4. Click frame 75, click Insert, and then click Keyframe. 5. Click Modify, click Transform, and then click cale. Drag a corner of the square surrounding the ball to make it larger. 6. On the Property inspector, choose Brightness from the Color pop-up menu. 7. et the Brightness to 100%. The ball becomes white, so it disappears from view, as shown in Figure FIGURE 4-17 Ball disappears from view 8. Click Play on the Controller to preview your animation. 9. ave your work and close the file. Exit Flash. Hot Tip You may need to close panels at the right side of the screen to see the Brightness Amount box.

21 Project 4 Creating a Mini-Lesson Movie 143 Activity 3: Creating a Text Animation You will now complete the first scene and transition to the second scene with a viewer control. In this activity, you learn how to: Add text. Change text attributes. Create navigation buttons. Add action to buttons. Using what you have created, you will create and add some text animation. TEP-BY-TEP 4.18 Creating Animated Text 1. tart Flash, and open your file titled la-pelota.fla. 2. To create a new layer, click Insert and then click Layer. Double-click the title Layer 2, and key panish, as shown in Figure FIGURE 4-18 Key new layer name 3. On the panish layer, click frame 75. Click Insert and then click Keyframe. 4. Click the Text tool in the toolbox. 5. On the Property inspector, click the Font pop-up menu and select Times New Roman. Key 40 in the Font ize box, and use the Color election box to make the text red. 6. Click on the left side of the tage and key panish. 7. Use the Arrow tool to select the text. Click Insert and then click Convert to ymbol to open the Convert to ymbol dialog box. 8. Name the symbol Text 1 and click Graphic as the Behavior. Click OK. 9. Use the Arrow tool to select the text. Click Insert and then click Create Motion Tween.

22 1 4 4 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.18 Continued 10. On the panish layer, click frame 90. Click Insert and then click Keyframe, as shown in Figure FIGURE 4-19 Insert keyframe in panish layer 11. Return to frame 75 and select the text. Click Modify, click Transform, and then click cale. Reduce the size of your text. 12. Use the Arrow tool to select the text. 13. On the Property inspector, choose Brightness from the Color pop-up menu and increase the Brightness to 100%. 14. In frame 75, use the Arrow tool to move the text to a position on the left half of the tage near the center. 15. In frame 90, use the Arrow tool to position the text on the left half of the tage near the center. 16. Create a new layer and name it Lesson. 17. On the Lesson layer, click frame 85. Click Insert and then click Keyframe. 18. Click the Text tool. On the Property inspector, click the Font pop-up menu and make sure Times New Roman is selected. Key 40 in the Font ize box, and make the text black. 19. Using the Text tool, key Lesson on the tage. Align Lesson to the right of panish. 20. In frame 85, use the Arrow tool to select the text. Click Insert and then click Convert to ymbol to open the Convert to ymbol dialog box. After you have created the motion tweens and put the keyframes in place, you can use the Onion kin tool to help line up your animation. To see several frames of an animation simultaneously on the tage, click the Onion kin button. All frames between the tart Onion kin and End Onion kin markers (in the Timeline header) are superimposed as one frame on the tage.

23 Project 4 Creating a Mini-Lesson Movie 145 TEP-BY-TEP 4.18 Continued 21. Name the symbol Text 2 and click Graphic as the Behavior. Click OK. 22. On the Lesson layer, click frame 85. Click Insert and then click Create Motion Tween. Then click frame 100, click Insert, and click Keyframe. Click frame 110, click Insert, and then click Frame. panish disappears at frame 110 because frame 90 is the last frame on the panish layer, as shown in Figure FIGURE 4-20 Frame 110 on Lesson layer 23. To keep panish on the tage, click frame 110 on the panish layer. Click Insert and then click Frame. 24. Click the Onion kin button to turn on Onion kin and align the panish and Lesson animations. 25. On the Lesson layer, click frame 85 and then click the Lesson text. 26. On the Property inspector, choose Brightness from the Color pop-up menu and increase the Brightness to 100%. 27. With frame 85 still selected, hold down hift and drag Lesson to the far right of the tage. 28. Turn off Onion kin. Test the movie. 29. Create another layer and title it One. 30. On the One layer, click frame 101. Click Insert and then click Keyframe. 31. Click the Text tool. On the Property inspector, set Times New Roman as the font. Key 95 in the Font ize box, and make the text red.

24 1 4 6 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.18 Continued 32. Using the Text tool, key 1. Use the Arrow tool to position 1 to the right of Lesson. 33. Use the Arrow tool to select the text. Click Insert and then click Convert to ymbol to open the Convert to ymbol dialog box. 34. Name the symbol Text 3 and click Graphic as the Behavior. Click OK. 35. Use the Arrow tool to select the text. Click Insert and then click Create Motion Tween. 36. On the One layer, click frame 110. Click Insert and then click Keyframe. 37. Click frame 101 and select the 1 text. On the Property inspector, change the Brightness to 100%. Click on the tage to apply the change. Normally, Flash displays one frame of an animation sequence at a time. To help you position and edit a frame-by-frame animation, you can view two or more frames on the tage at once by turning on the Onion kin tool. The frame under the playhead appears in full color and surrounding frames are dimmed, making each frame appear as though drawn on a sheet of translucent onionskin paper with the sheets stacked one on top of another. Dimmed frames cannot be edited. With the Onion kin tool turned on, use the Arrow tool to reposition the text as needed. 38. Click frame 110 and select the 1 text. On the Property inspector, change the Brightness to 40%. Click on the tage to apply the change. Your tage should resemble Figure FIGURE 4-21 Text items inserted 39. Test the movie. When you are satisfied with the appearance, save your work. Leave the file open for use in the next tep-by-tep.

25 Project 4 Creating a Mini-Lesson Movie 147 TEP-BY-TEP 4.19 Creating Navigation Buttons 1. Click Insert and then click New ymbol. 2. Name the button tart/behaviorbutton and click Button as the Behavior, as shown in Figure Click OK. Flash opens a blank tage on which you will create the new button. There are four frames on Layer 1: Up, Over, Down, and Hit. FIGURE 4-22 Create new button symbol 3. Click the Oval tool. et the stroke color to black. et the fill color to light gray. 4. Draw an oval on the tage, approximately 3 cm wide by 2 cm high. 5. Click the Text tool. 6. On the Property inspector, choose Times New Roman from the Font pop-up menu. Key 20 in the Font ize box, and make the text black.

26 1 4 8 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.19 Continued 7. Use the Text tool to key TART on the tage, as shown in Figure FIGURE 4-23 Key text on tage 8. Use the Arrow tool to drag the word TART to the center of the oval. 9. Click the Over frame. Click Insert and then click Keyframe. 10. elect the gray area of the oval and change the fill color to dark gray. 11. Click the cene 1 label at the top left of the tage, or choose cene 1 from the Edit cene pop-up menu at the top right of the tage, as shown in Figure Flash closes the Button tage and returns to cene 1. FIGURE 4-24 Return to cene 1

27 Project 4 Creating a Mini-Lesson Movie 149 TEP-BY-TEP 4.19 Continued 12. Insert a new layer in cene 1 and name it tart. Click frame 110. Click Insert and then click Keyframe. 13. Click Window and then click Library and find your button, as shown in Figure Drag your button onto the tage below the text. The button name may change in the Library to tart- Behaviorbutton. FIGURE 4-25 Drag button from Library 14. Close the Library if desired. ave your work, and leave the file open for use in the next tep-by-tep. TEP-BY-TEP 4.20 Adding Action to a Button 1. Click Insert and then click cene to insert a new scene. cene 2 will be the destination when the tart button is clicked. You ll construct this scene in the next activity. 2. While you re in cene 2, click frame 1. On the left side of the Property inspector, click the <Frame Label> text box and key scene2frame1. Press Enter (Windows) or Return (Macintosh). It s good practice to label any frame that is the destination for a button action. 3. Return to cene 1. Click frame 110 of the tart layer and select the button on the tage. 4. Click Window and then click Actions. Flash opens the Actions panel. 5. In the Actions toolbox at the left of the Actions panel, click the Actions folder to open it. In the Actions folder, open the Movie Control folder. Make sure the panel that opens is labeled Actions - Button, not Actions - Frame. If necessary, close the Actions panel, click the tart button, and then click Window and Actions again.

28 1 5 0 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.20 Continued 6. In the Movie Control folder, do either of the following: a. Double-click the goto action. b. Drag the goto action into the cript pane (at the lower right of the panel). 7. et the following options for the action, as shown in Figure 4-26: a. Above the cript pane, click the option Go to and top. b. Click cene 2 on the cene pop-up menu. c. Click Frame Label on the Type pop-up menu. d. Click scene2frame1 on the Frame pop-up menu. FIGURE 4-26 et options for action 8. Click frame 110 of the One layer. 9. On the Actions panel, double-click the stop action to place it in the cript pane. Close the Actions panel. When a viewer plays this movie, the top action causes the movie to stop at frame 110 until the viewer clicks the tart button. The action attached to the tart button will cause the movie to play cene 2 when the viewer clicks tart. 10. Click Control and then click Enable imple Frame Actions, and then click Control and Enable imple Buttons. 11. Click Control and then click Test cene to test cene 1 of your movie. 12. Close the test screen. ave your work, and leave the file open for use in the next tep-by-tep.

29 Project 4 Creating a Mini-Lesson Movie 151 Activity 4: Importing ound To add sound to the mini-lesson movie, you will attach the audio clips to buttons. In this activity, you will learn how to: Import sounds to the movie s library. Use the Common Library to add buttons. Add sound to the buttons. TEP-BY-TEP 4.21 Importing ound Files to the Library 1. Open cene Click File and then click Import. Flash imports.aif,.wav, and.mp3 audio files. 3. Locate the ounds folder. 4. To import all the audio files to the library, select all the audio files in the folder, as shown in Figure Click Open. FIGURE 4-27 elect all files to import The original sound files are located in the data files supplied for this course. If you did not already copy those files onto the computer hard drive into the folder you have designated for saving the project files, do so now. The sound files are saved in a format compatible with either Windows or Macintosh platforms. elect the sound files that correspond to the computer platform you are using. 5. Click Window and then click Library to see if the files have successfully been imported into the library. Each sound file should be in the library.

30 1 5 2 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.21 Continued 6. elect a sound file in the library, as shown in Figure Test the sound file by clicking the Play button (near the top right of the Library panel). FIGURE 4-28 Click a file to test 7. ave your work, and leave the file open for use in the next tep-by-tep. TEP-BY-TEP 4.22 Adding the Text Layer 1. In cene 2, change the layer name Layer 1 to Text. 2. Click the Text tool. On the Property inspector, set Font to Times New Roman, set Font ize to 27, and set the color to gray. 3. At the top of the tage, key Listen to the phrase in both languages. (Be sure to key the period at the end of the sentence.) 4. Below the first sentence, key English. 5. Below the word English, key The Ball Bounces. 6. Near the bottom of the tage, key Espanol. 7. Under the word Espanol, key La Pelota Rebota. 8. Use the Arrow tool to select the word English. On the Property inspector, set Font ize to 39 and set red for the color. 9. elect the sentence The Ball Bounces. On the Property inspector, set Font ize to 24 and set red for the color. 10. elect the word Espanol. On the Property inspector, set Font ize to 39 and set red for the color.

31 Project 4 Creating a Mini-Lesson Movie 153 TEP-BY-TEP 4.22 Continued 11. elect the sentence La Pelota Rebota. On the Property inspector, set Font ize to 24 and set red for the color. 12. elect the four text elements from teps 4 through 7. Click Modify, click Align, and then click Left, as shown in Figure Make sure the To tage option is not selected; otherwise the text elements align to the left side of the tage. FIGURE 4-29 Align the text elements 13. ave your work, and leave the file open for use in the next tep-by-tep. TEP-BY-TEP 4.23 Adding Buttons to the Movie 1. In cene 2, add a new layer and name it Play Buttons. 2. Click Window, click Common Libraries, and then click Buttons (this option may display as Buttons.fla).

32 1 5 4 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.23 Continued 3. Double-click the Circle Buttons folder to open it. Click the Play button in that folder, as shown in Figure FIGURE 4-30 Click Play button 4. Drag the Play button to the tage, to the right of The Ball Bounces. Once the button is on the tage, it automatically appears in your la-pelota.fla Library. Close the Library - Buttons.fla panel. 5. Click Window and then click Library. Click the Play button in the la-pelota.fla Library. Locate the Options menu at the top right of the Library panel. To rename the button, click Rename on the Library panel's Options menu, and key Playing. Press Enter (Windows) or Return (Macintosh). 6. To create another play button in the library, click the new Playing button on the Library panel, and then click Duplicate on the Library panel's Options menu. 7. Name the new play button panish. et the Behavior to Button and click OK. 8. Drag the panish play button to the tage, to the right of La Pelota Rebota. 9. ave your work, and leave the file open for use in the next tep-by-tep. To add sound to these play buttons, you will use the sound files you imported at the beginning of Activity 4.

33 Project 4 Creating a Mini-Lesson Movie 155 TEP-BY-TEP 4.24 Adding ound to the Buttons 1. On the Library panel, double-click the Playing button. This opens the layers of the button and the Button Attribute frames, as shown in Figure FIGURE 4-31 Button Attributes frames 2. Click Insert, then click Layer, and name the new layer Audio. 3. Click the Down frame on the Audio layer. Click Insert and then click Keyframe. 4. On the Property inspector, choose The ball bounces (eng) from the ound menu. Flash inserts the sound into the Down frame of the button. 5. Click cene 2 to return to cene To test the new play button, make sure Enable imple Frame Actions and Enable imple Buttons are selected on the Control menu. 7. To add audio to the panish play button, repeat teps 1 through 5 with the corresponding panish audio file. 8. Test the sounds by clicking each button. To change the position of either play button by dragging, Enable imple Frame Actions and Enable imple Buttons must be deselected on the Control menu. 9. ave your work, and leave the file open for use in the next tep-by-tep. Activity 5: Combining cenes You will combine the scenes you have created into one movie. In this activity, you will learn how to: Join a previously created animation into the movie. Create a continuous animation (film loop). Add a viewer control button.

34 1 5 6 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.25 Combining Frames 1. Make sure the la-pelota.fla file is open. Click File and then click Open. Browse to locate the ample Movies folder in the data files supplied with this course, and click bouncer.fla. Click Open. 2. Click Layer 1 to select all the frames in that layer of bouncer.fla. 3. Click Edit and then click Copy Frames. 4. Close bouncer.fla without saving any changes. 5. In cene 2 of la-pelota.fla, click Insert, then click Layer, and label the new layer Bouncing Ball. 6. Click frame 1, click Edit, and then click Paste Frames. 7. Click Play on the Controller to see the bouncing ball animation. 8. To keep the text and buttons on the screen while the ball bounces: Click frame 40 on the Text layer, click Insert, and then click Frame; click frame 40 on the Play Buttons layer, click Insert, and then click Frame. 9. Click Play on the Controller to see a preview of the scene. 10. ave your work, and leave the file open for use in the next tep-by-tep. To create a continuous animation of the bouncing ball (film loop), you must add actions to the frames. TEP-BY-TEP 4.26 Creating a Film Loop 1. Click frame 1 of the Bouncing Ball layer. 2. Click Window and then click Actions. 3. In the Actions toolbox at the left of the Actions panel, make sure the Actions folder is open. In the Actions folder, open the Movie Control folder. 4. In the Movie Control folder, double-click the play action. Flash adds the play action to the cript pane on the right side of the Actions panel. 5. Click frame 40, the last frame on the Bouncing Ball layer. 6. On the Actions panel, double-click the goto action in the Movie Control folder.

35 Project 4 Creating a Mini-Lesson Movie 157 TEP-BY-TEP 4.26 Continued 7. Above the cript pane on the Actions panel, click the option Go to and Play. For cene, leave <current scene>. For Type, click Frame Label. For Frame, click scene2frame1, as shown in Figure FIGURE 4-32 Actions for looping bouncing ball 8. Close the Actions panel and save your work. 9. Click Play on the Controller to see your Flash movie. When the movie reaches the last frame, it loops back to the first frame and plays again repeatedly. To stop the movie, click top on the Controller, or press Enter (Windows) or Return (Macintosh). Leave the file open for use in the next tep-by-tep. To finish up this scene, you need to add two links. First, create a button that links back to cene 1. Then create a button that links forward to cene 3, a matching exercise you ll construct in the next activity. TEP-BY-TEP 4.27 Adding cene Links 1. Click Insert and then click New ymbol. 2. In the Create New ymbol dialog box, name the symbol Movie, and set the Behavior to Button. Click OK. 3. Using the Text tool, key Movie on the tage for the Movie button. 4. Use the Arrow tool to select the word Movie. On the Property inspector, set Times New Roman for the Font, 14 for the Font ize, and dark gray for the Text color. 5. Click the Over frame. Click Insert and then click Keyframe. 6. With the Over frame selected, use the Text tool to highlight the text.

36 1 5 8 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.27 Continued 7. On the Property inspector, set the text color to blue. 8. Click the Hit frame. Click Insert and then click Keyframe. With the Hit frame selected, use the Rectangle tool to draw a rectangle around the word Movie. This rectangle will not be visible on the tage, so it doesn t matter what stroke and fill colors you use. The rectangle defines the area of the button that responds when clicked. 9. Click the Arrow tool and go to cene 1, which will be the destination when the Movie button is clicked. Click frame 1 in Layer 1. On the Property inspector, key scene1frame1 as the frame label and then press Enter (Windows) or Return (Macintosh). 10. Return to cene 2. Click frame 1 on the Text layer. 11. Locate and click the Movie button on the Library panel. Drag it just left of center at the bottom of the tage. 12. With the Arrow tool, click the Movie button. Click Window and then click Actions. 13. On the Actions panel, double-click the goto action. 14. Above the cript pane on the Actions panel, click the option Go to and Play. For cene, click cene 1. For Type, click Frame Label. For Frame, click scene1frame Close the Actions panel and save your work. 16. Click Insert and then click cene to create cene 3. Click frame 1. On the Property inspector, key scene3frame1 as the frame label, and press Enter (Windows) or Return (Macintosh). 17. Return to cene 2. Click Insert and then click New ymbol. 18. In the Create New ymbol dialog box, name the symbol Matching, and set the Behavior to Button. Click OK. 19. Using the Text tool, key Matching on the tage for the Matching button. 20. Use the Arrow tool to select the word Matching. On the Property inspector, set Times New Roman for the Font, 14 for the Font ize, and dark gray for the Text color. 21. Click the Over frame. Click Insert and then click Keyframe. 22. With the Over frame selected, use the Text tool to highlight the text. 23. On the Property inspector, set the text color to blue. 24. Click the Hit frame, click Insert, and then click Keyframe. With the Hit frame selected, use the Rectangle tool to draw a rectangle around the word Matching. 25. Click the Arrow tool and click cene 2 to return. Click frame 1 on the Text layer.

37 Project 4 Creating a Mini-Lesson Movie 159 TEP-BY-TEP 4.27 Continued 26. Locate and click the new Matching button on the Library panel. Drag it just right of center at the bottom of the tage (next to the Movie button). 27. With the Arrow tool, click the Matching button. Click Window and then click Actions. 28. On the Actions panel, double-click the goto action. 29. Above the cript pane on the Actions panel, click the option Go to and top. For cene, click cene 3. For Type, click Frame Label. For Frame, click scene3frame Close the Actions panel and save your work. Leave the file open for use in the next tep-by-tep. Activity 6: Creating a Drag and Drop Interaction In cene 3 you create a matching quiz, called a learning interaction. In this activity, you learn how to: Use the Drag and Drop learning interaction found in the Common Library. et the quiz parameters. TEP-BY-TEP 4.28 Creating an Interaction 1. Open cene 3, using the Edit cene menu. 2. Click Window, click Common Libraries, and then click Learning Interactions.fla.

38 1 6 0 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.28 Continued 3. In the Learning Interactions folder on the Library panel, click Drag and Drop and drag it to the tage. Use the Arrow tool to center the Drag and Drop interaction outline near the top of the tage, as shown in Figure The Drag and Drop Component info panel on the left side will not be visible when a viewer plays your movie. Ignore it when centering the Drag and Drop interaction. FIGURE 4-33 Place Drag and Drop interaction 4. Click the Drag and Drop interaction, click Modify, and then click Break Apart. 5. Click Edit and then click Deselect All, or click the workspace outside the Drag and Drop interaction to deselect everything.

39 Project 4 Creating a Mini-Lesson Movie 161 TEP-BY-TEP 4.28 Continued 6. Click the Drag and Drop Component info panel. On the Property inspector, click Launch Component Parameters Panel. The Component Parameters panel opens, as shown in Figure FIGURE 4-34 Component Parameters panel 7. Enlarge the Component Parameters panel to make it more legible, make the following changes, and then close the panel: a. In the Interaction ID box, key Learning panish. b. In the Question box, key Listen to each audio clip and drag the panish phrase to the matching English phrase. (Make sure to key the period at the end of the sentence.)

40 1 6 2 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.28 Continued c. Ignore the columns Drag Object Name and Matches Target Name for now; you will fill these in later. d. Click Options at the bottom of the panel. For the number of Tries (top right), key 10. Edit the Feedback options as you choose. Deselect the Knowledge Track check box, as shown in Figure FIGURE 4-35 Options tab selections 8. Collapse or move the Component Parameters panel so you can see the learning interation on the tage. In the Drag and Drop interaction, double-click Target 4 and press Delete. Doubleclick Drag 4 and press Delete. There will be only three pairs of objects to match in your quiz. 9. Align Drag 1, Drag 2, and Drag 3 in a row across the top of the interaction area. To align objects precisely, click Modify and then click Align, and select options from the submenu. You can also use the Align panel (click Window and then click Align).

41 Project 4 Creating a Mini-Lesson Movie 163 TEP-BY-TEP 4.28 Continued 10. Align the Target objects in a matching row near the bottom of the interaction area, as shown in Figure FIGURE 4-36 Align the Drag and Target objects 11. Create a new layer in cene 3 and name it English Labels. 12. Click the Text tool. On the Property inspector, set Font to Times New Roman, set Font ize to 16, set color to red, and click Bold style. 13. Using the Text tool, key kateboard below Target 1, Dog below Target 2, and Ball below Target Use the Arrow tool to center each of the words below the target squares. 15. Create a new layer and name it panish Audio. 16. Click Window, click Common Libraries, and then click Buttons (or Buttons.fla). 17. Double-click the Playback folder to open it. 18. Click the gel Right button and drag it to the left of Drag 1 on the tage. 19. Close all other libraries. Click Window and then click Library. 20. Find and click gel Right and, in Library Options, choose Duplicate.

42 1 6 4 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.28 Continued 21. Label the new button Gel 2 and click Button for the Behavior. Click OK. 22. Duplicate Gel 2 and label the new button Gel From the Library, drag Gel 2 to the tage, placing it to the left of Drag 2. Drag Gel 3 to the left of Drag 3, as shown in Figure FIGURE 4-37 Drag Gel buttons into place 24. ave your work, and leave the file open for use in the next tep-by-tep. Use what you learned in Activity 4 to add sound to each Gel button. TEP-BY-TEP 4.29 Adding ound 1. Add an Audio layer to each of the Gel buttons, insert a keyframe in the Down frame, and add the following panish audio file: a. Button for Drag 1: dog(pan).aif b. Button for Drag 2: skate(pan).aif c. Button for Drag 3: the ball(pan).aif

43 Project 4 Creating a Mini-Lesson Movie 165 TEP-BY-TEP 4.29 Continued 2. Make sure Enable imple Buttons is selected on the Control menu, and test the sounds. 3. Now go back and set the correct matches on the Component Parameters panel. Click the Drag and Drop Component info panel. On the Property inspector, click Launch Component Parameters Panel. 4. In the text boxes for Matches Target Name, change the match for Drag1 from Target1 to Target2. Change the match for Drag2 from Target2 to Target1. Keep Target3 as the match for Drag3. 5. Delete Drag4 and Target4 because your interaction has only three pairs of matches. Your panel should look like Figure FIGURE 4-38 Completed Component Parameters panel. The sound files for Windows use the.wav extension. 6. Close the Component Parameters panel. 7. Finally, create links back to the previous two scenes. Refer to Activity 5, tep-by-tep a. In cene 3, add a layer and name it Navigation Buttons. b. Create a symbol named Movie 2, a button that goes to and plays cene 1. Position the button in frame 1 of the Navigation layer, at the bottom of the tage. As a shortcut, you can drag from the Library panel the Movie button you created for cene 2 and set the appropriate options on the Actions panel. c. Create a symbol named Lesson 1, a button that goes to and plays cene 2. Position the button in frame 1 of the Navigation layer, at the bottom of the tage, next to the Movie button.

44 1 6 6 Project 4 Creating a Mini-Lesson Movie TEP-BY-TEP 4.29 Continued 8. Click Control and then click Test Movie to see the Macromedia Flash movie in action. 9. Close the Test window, save your work, and leave the file open for use in the next tep-by-tep. Activity 7: Exporting Your Files The movie you created in Flash is saved as a file with a.fla extension and can only be viewed within Flash. When you are ready to deliver the movie to an audience, you must publish or export the Flash FLA file to another format for playback. The Flash Publish feature is designed for presenting animation on the Web. The Publish command creates a Flash Player file (WF) and an HTML document to house it and make it ready for a browser window. In this format, the file can only be viewed. The WF file cannot be edited. The Export Movie command enables you to create content that can be edited in other applications and exported into a single format. You can export movies in a variety of formats ranging from a series of bitmaps to an AVI or QuickTime movie. If you have Dreamweaver, you can easily add a Flash movie to your Web site. Dreamweaver generates the necessary HTML code. TEP-BY-TEP 4.30 etting Publishing Options for Movie Files 1. To specify where the movie will be published (saved), create the folder where you want to save the published files. Click File and then click ave As and save the Flash movie file in the folder you created. 2. Click File and then click Publish ettings.

45 Project 4 Creating a Mini-Lesson Movie 167 TEP-BY-TEP 4.30 Continued 3. elect the options for each file format you want to create, as shown in Figure You can use the default filenames or enter filenames of your choosing. FIGURE 4-39 elect publishing options 4. When you have finished selecting options, do one of the following: a. To generate all the selected files, click Publish. b. To save the settings with the FLA file and close the dialog box without publishing the files, click OK. 5. Leave the file open for use in the next tep-by-tep. TEP-BY-TEP 4.31 Using Default ettings or Publishing from Previous ettings 1. Click File and then click Publish to create the files in the formats and location specified in the Publish ettings dialog box. Then click OK. 2. To export your movie, click File and then click Export Movie. Click the Help button at the bottom of the Publish ettings dialog box for specific instructions on specifying an absolute or relative path for publishing the files.

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