12 December 2011

Last Assignment for carry mark ; Applies for ALL




Instruction :
1. refer the link above.
2. Create a storyboard based on video above
3. The storyboard template can be downloaded here : http://www.printablepaper.net/preview/storyboard-letter-4to3-2x2

Notes :
1. Individual Assignment
2. Submission is before 5.00 pm 21st December 2011
3. You are free to either draw using pen ; or screen capture from the video into the story board.
4. Print and submit to my office, with format :
Name :
Matric No :
Session : (Tuesday/Thursday)

7 December 2011

Group Assignment 1 - Tuesday's Session (for Carry Marks)

In order to make up for your carry marks, today's tutorial will be to create a montage. Please make sure that you do this assignment seriously to ensure good grades.


Form a group not more than 4 person. Note that, all 4 person should know how to operate flash as i will randomly ask question during lab session. 



Length : 30 seconds
Title : Welcome to FSKTM
theme : orientation week for new students



Images : from Internet, use google.

Details must be included : 

OUR VISION

To explore Information Communication Technology for the development of nation.

OUR MISSION
To produce ICT graduates who are creative, innovative, competent and responsible through academic program and qualified staff in conjunction with the mission of the university.


UNDERGRADUATE PROGRAMMES : LIST ALL PROGRAMS AVAILABLE
 
POSTGRADUATE PROGRAMMES : LIST ALL PROGRAMS AVAILABLE
 
INDUSTRY BASED TRAINING PROGRAMS

IMAGES OF :
- FACULTY BUILDING
- FACULTY STAFFS AND STUDENTS ENGAGED IN ACTIVITIES
- DURING PRESENTATIONS BY STUDENTS
- FSKTM ACTIVITIES

MOST IMPORTANT :
- LIST OF AWARDS WON BY FACULTY MEMBERS
- EXHIBITION ORGANIZED BY FACULTY (eg Program With Dr Muzaffar)


Consideration for marks :
- length of montage ; at least 30 secs
- creativeness of all multimedia aspects; text, images, transition, etc

SUBMISSION : MONDAY 12 DEC BEFORE 5PM . Burn in a CD and send to my office at Level 4.

30 November 2011

Group Assignment (for CARRY MARKS)

In order to make up for your carry marks, today's tutorial will be to create a montage. Please make sure that you do this assignment seriously to ensure good grades. The best montage will be rewarded with FULL MARK and also HONOURED to be shown at the launch of the upcoming road safety campaign. Imagine that your work will be published and shown to the public, Datuk, Professors, Doctors and many people will watch it. You might get lucky if there are people want to hire you after watching your montage.

Details as below :






Form a group not more than 4 person. Note that, all 4 person should know how to operate flash as i will randomly ask question during lab session. 

Length : 30 seconds
Title : KEMPEN KESELAMATAN JALAN RAYA UTHM 2011
Theme : Hargai Nyawa Anda
Date : December 2011

Images : from Internet, use google.

Details must be included :
Pengisian program :

1. Servis Kenderaan Percuma;
2. Promosi Harga Alatganti;
3. Pengedaran "Vest" dan "Sticker" Percuma;
4. Jualan Aksesori Kenderaan;
5. Soal Selidik Tahap Kesedaran Keselamatan Jalan Raya.


Penganjur :
Bahagian Keselamatan, Pejabat Pendaftar dengan kerjasama
Pejabat Hal Ehwal Pelajar;
Fakulti Kejuruteraan Awam dan Alam Sekitar;
Fakulti Kejuruteraan Elektrik dan Elektronik;
Fakulti Mekanikal dan Pembuatan;
Fakulti Pengurusan Teknologi, Perniagaan dan Keusahawanan;
Fakulti Pendidikan Teknikal dan Vokasional;
Fakulti Sains Komputer dan Teknologi Maklumat;
Fakulti Sains, Teknologi dan Pembangunan Insan;
Pusat Pengajian Diploma;
Pusat Kemajuan dan Hubungan Alumni; dan
Kor SUKSIS UTHM
Other Specs :
- use all concepts taught in flash (tweening , masking , layer management , etc)
- be creative !




Submission :
Write your name and matric no in a notepad  and save all files (source fla, images , .swf) into a folder. Copy the folder to the lecturer's computer.

Action Script 3 demo :)

Start Flash Application
Click CTRL + N (it means New File) and select Flash File(Action Script 3.0)
At the Properties Panel, set this :
Size : 450 x 300
Frame Rate : 25fps

Then, draw a circle on the stage . Make sure that the circle is black with no stroke.
 ------------------------------------------------------------------------------------------------------------------------
Ok, now you have a black circle on the stage.  Next is to convert the circle into symbol. Press F8 or Right Click on the circle and choose “Convert to Symbol”.
Give the circle name : “blackcircle
Wait, do not press OK yet.  Hit the Advanced button to Check these:
Export for Action Script
Export in First Frame
And then name the class as : “colorsofcircle
Make sure the base class is as follows : flash.display.MovieClip
And then click OK. 
Now, save the file as circlecolors.fla (File->Save As)
now, click Ctrl + Enter. Can you see any animation? No, because there is no code to animate your circle…

------------------------------------------------------------------------------------------------------------------------


Next is , click Ctrl + N or (File-> New) and  select ActionScript File.
You will see a blank file. Here is where you put your code. Just copy and paste the code below and save the file as “colorsofcircle.as”,..
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
 
public class colorsofcircle extends MovieClip {
 
var radians:Number;
var speed:Number;
var radius:Number;
var originalX:Number;
var originalY:Number;
 
static var colorArray:Array = new Array(0xFFFF33, 0xFFFFFF, 0x79DCF4, 0xFF3333, 0xFFCC33, 0x99CC33);
 
public function colorsofcircle() {
 
originalX = this.x;
originalY = this.y;
 
setProperties();
 
this.addEventListener(Event.ENTER_FRAME, flyCircleIn);
}
 
function setProperties()
{
speed = Math.ceil(5*Math.random());
radius = 20*Math.random();
 
radians = 0;
 
trace(speed);
 
this.scaleX = 0;
this.scaleY = 0;
 
var randomColorID:Number = Math.floor(Math.random()*colorArray.length);
 
var myColor:ColorTransform = this.transform.colorTransform;
myColor.color = colorArray[randomColorID];
this.transform.colorTransform = myColor;
 
this.alpha = 1;
}
 
function flyCircleIn(e:Event) {
 
radians += Math.abs(speed/10);
 
this.x += Math.round(radius*Math.cos(radians));
this.y += Math.round(radius*Math.sin(radians));
 
this.scaleX += Math.abs(speed/10);
this.scaleY += Math.abs(speed/10);
this.alpha -= Math.abs(speed/100);
 
if (this.alpha < 0)
{
resetCircle();
}
}
 
function resetCircle()
{
this.x = originalX;
this.y = originalY;
 
setProperties();
}
}
}


now go back to your circlecolors.fla and hit Ctrl + Enter .
can you see that your blackcircle now animates and changes color? If yes, then you are on the right track ! Ok now Right Click on your circle you created and press Copy . then, paste around 3 or 4 or 10 more circle on your stage but at different location as image below :
 Press Ctrl + Enter . Can you see the animation created? :) 

Okay.Below is the explanation of the actionscript code ...

---------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------
The colorsofcircle Class
Each of your circle movie clips are associated with the colorsofcircle class file, and all that code that is contained inside the colorsofcircle class file gets excecuted each time for each circle.

Each Individual Circle
Digging a bit deeper into each circle, the code does a few things on the circle:
  1. Sets the initial size, color, and position of each circle.
  2. Starts an enterFrame loop to create the animation.
  3. Scales the circle while fading it out at the same time.
  4. Resets the circle's size, color, and position once the circle completely fades out.
In the next section, let's go through each line of code and see how it fits in with the approimately four things our code does.




package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;
   .
   .
   .
   .
}

The very top is generic boilerplate code containing the package declaration and any import statements that you need. In ActionScript 3, a lot of the classes that you use are stored in different libraries. The import statements help the Flash compiler know which library the classes you are using are coming from.


public class colorsofcircle  extends MovieClip {
Here, I formally declare our colorsofcircle class. Notice that this class extends the base MovieClip class. This is done because our class isn't self-containing. We are not reimplementing everything needed to have our circle movie clip visual on the artboard associated with the class file itself. Instead, we are extending the existing MovieClip class and only adding our code on the top.


var radians:Number;
var speed:Number;
var radius:Number;
var originalX:Number;
var originalY:Number;
In these lines, I am declaring some variables that I will be using in the rest of the code. Notice that I have strongly typed these variables as something that is a Number indicating that only numerical data will be stored here.


static var colorArray:Array = new Array(0xFFFF33, 0xFFFFFF, 0x79DCF4, 0xFF3333, 0xFFCC33, 0x99CC33);
In this line, I am storing an array of color values.  FFFF33 , FFFFFF is the color code


public function ColorfulCircle() {
 
originalX = this.x;
originalY = this.y;
 
setProperties();
 
this.addEventListener(Event.ENTER_FRAME, flyCircleIn);
}

This block of code defines the constructor for the colorofcircle class. You can think of the constructor as an entry way to your code. Each time a colorofcircle movie clip is created, this code is called automatically once...and only once! This means that any code you want executed automatically when your circle makes an appearance needs to live here.
originalX = this.x;
originalY = this.y;
What I do first in the constructor is get our circle's current X and Y position and store it in the originalX and originalY variables. Next up is the code that calls our setProperties function:
setProperties();
I will describe this function in greater detail later, but it is just a simple function call. The next line is a little bit more interesting:
this.addEventListener(Event.ENTER_FRAME, flyCircleIn);
Here I set up the event listener that associates an event with an event handler. The event I am listening for is ENTER_FRAME, and the event handler that gets called at each frame tick is flyCircleIn. We'll look at the flyCircleIn method later.

This line wraps up the code found in our constructor. Like I mentioned earlier, the constructor is the gateway to the class. As such, it contains some pretty heavy-hitting code that calls other functions that are essential to what your class does. We'll look at some of those classes first - starting with the setProperties function.


function setProperties()
{
speed = Math.ceil(5*Math.random());
radius = 20*Math.random();
 
radians = 0;
 
trace(speed);
 
this.scaleX = 0;
this.scaleY = 0;
 
var randomColorID:Number = Math.floor(Math.random()*colorArray.length);
 
var myColor:ColorTransform = this.transform.colorTransform;
myColor.color = colorArray[randomColorID];
this.transform.colorTransform = myColor;
 
this.alpha = 1;
}

The setProperties function, as its name implies, sets the properties that your circle will posses. The first couple of lines simply set some properties for our circle's zoom speed, its radius, current radians value, and initial size:
speed = Math.ceil(5*Math.random());
radius = 20*Math.random();
 
radians = 0;
 
trace(speed);
 
this.scaleX = 0;
this.scaleY = 0;
The speed and radius values use Math.random() to generate a random number each time this function is called, and these values determine how quickly your circles zoom in at you and how wide the circle's arc will be.
The next series of lines are related to picking a random color:
var randomColorID:Number = Math.floor(Math.random()*colorArray.length);
 
var myColor:ColorTransform = this.transform.colorTransform;
myColor.color = colorArray[randomColorID];
this.transform.colorTransform = myColor;

The last line in setProperties is:
this.alpha = 1;
The alpha property determines the opacity of your circle, and setting it to 1 is the same as making it fully visible.



function flyCircleIn(e:Event) {
 
radians += Math.abs(speed/10);
 
this.x += Math.round(radius*Math.cos(radians));
this.y += Math.round(radius*Math.sin(radians));
 
this.scaleX += Math.abs(speed/10);
this.scaleY += Math.abs(speed/10);
this.alpha -= Math.abs(speed/100);
 
if (this.alpha < 0)
{
resetCircle();
}

}

The flyCircleIn function is responsible for creating the movement that you see. If you recall, in the constructor, you associated the Event.ENTER_FRAME event with this flyCircleIn event handling function. This means that each time your frame ticks this function gets called.
First, we increment our radians value by taking our speed value and dividing it by 10:
radians += Math.abs(speed/10);
The radians value, like you saw earlier when I reset its value to zero, determines where in the circular path your circle currently is in. You'll see it used in the Circular Motion code found in the next two lines:
this.x += Math.round(radius*Math.cos(radians));
this.y += Math.round(radius*Math.sin(radians));
The circular movement is calculated by using the Cosine and Sine functions. Notice that I am passing our radians value as an argument to the Math.cos and Math.sin functions, and I am multiplying our Cosine and Sine functions by the radius value.
Now that we have the circular movement out of the way, let's now look at the lines of code that animate the circle's size and transparency:
this.scaleX += Math.abs(speed/10);
this.scaleY += Math.abs(speed/10);
this.alpha -= Math.abs(speed/100);
These lines are very straightforward as well, and they too involve the speed variable to determine how quickly the resizing or fading out will occur.
When the circle fully fades out, we want to put an end to the animation in its current state and reset everything to a new set of properties:
if (this.alpha < 0)
{
resetCircle();
}

We accomplish that by checking when the circle becomes fully transparent and calling the resetCircle function when that happens. Speaking of which, let's look at the resetCircle function next.


function resetCircle()
{
this.x = originalX;
this.y = originalY;
 
setProperties();
}

The resetCircle function is called when our circles become fully invisible. There are really only two things this function does. First, it resets our circle'ss position to what it was before it began its journey. Second, it calls our setProperties function again where initial values are set (or reset) for the next round of zooming, fading out, and color changing.

Conclusion
The preceding sections covered a lot of code, so let's use this moment to quickly recap what our code is doing.

  1. Each of our circles is like an independent life form with its own instance of ColorfulCircle powering it. First, the constructor gets called where the initial values of our circle are stored in various variables and our enter frame event is associated with our event handler.
  1. At each tick of the frame, 24 per second if you keep the default Flash CS4 value for frame rate, your circle gradually becomes larger, moves in a circular path, and becomes a bit less visible. Once your circle becomes fully invisible, we reset the circle back to a good starting point by calling the same function you called earlier for setting the initial properties.
  1. Even though we are calling the same function for setting the properties, the properties that get set will probably not be the same. There is a certain level of randomness that is introduced where the speed, radius, and color variables are set with the help of a Math.random call. This is nice because it keeps your animation a bit more unique and lively as each circle gets reset to a different variant of itself.
 

11 October 2011

Test Your Skill

Make a short animation based on what you've learn. Combine the concept of Masking + Motion/Shape Tweening and Guided Motion Tween.

Use images can be found on internet, use your imagination and creativity :)

10 October 2011

Storyboarding

What is a storyboard?

A storyboard contains information on graphics, video, sound, text, audience interaction, color, type fonts, type size, etc. In other words, everything necessary for crew members involved in production to do their jobs. Again, it doesn't have to be a work of art. It needs to be detailed enough so each crew member knows what to do and what will be happening throughout the whole program and exactly what it will look like.


No matter which storyboard format you choose, the following information must be included:
  1. A sketch or drawing of the screen, page, or frame.
  2. Color, placement, and size of graphics, if important.
  3. Actual text, if any, for each screen, page, or frame.*
  4. Color, size, and type of font, if there is text.
  5. Narration, if any.*
  6. Animation, if any.
  7. Video, if any.
  8. Audio, if any.
  9. Audience interaction, if any.
  10. Anything else the production crew needs to know.

Production Storyboard Checklist

    -There is a storyboard for each page, screen, or frame.
    -Each storyboard is numbered.
    -All relevant details(color, graphics, sound, font, interactivity, visuals, etc. are indicated.
    -All text or narration is included and cross referenced with its corresponding storyboard number.
    -Each production team member has a copy or easy access to a copy of the storyboards.
     
     






 
 Example of storyboard (flash game)

Flash Video Game - Storyboards part 1

 
 kudos to : Ronin.

      28 September 2011

      Lab 1 : Intro

      Adobe Flash CS4    – Tutorial
      Introduction to flash CS4 offering environment
      Introduction to flash authoring environment.
      Lets start by clicking on the Middle column which says Create New – Flash File (ActionScript.2.0)
      Introduction to flash CS4 offering environment
      You will find the flash environment very similar to a paint brush environment, so if you are familiar with paint brush, you will very much feel at home, now on the extreme right you will find the various tool bars like Drawing tools, view tools, color tools, options tools like the picture below.
      Introduction to flash CS4 offering environment


      On the top you will find a menu horizontal bar, which is very similar to any menu in any other programe, as seen below.
      Introduction to flash CS4 offering environment


      As seen in the picture below, at the bottom of the stage you will find the time line, you will see a bunch of rectangles starting from 0 to 570, on the left of the timeline bar you will find layers, on top of the layers1, there is something called timeline button, if you click on the timeline button you can hide the timeline, in case you want more space or room to work on with your drawings, etc, on top of the page, below the main menu you will find an edit bar, where all your scene will be on display, this edit bar shows where you are in the flash file.
      Introduction to flash CS4 offering environment
      Besides the edit bar you will find on the top right you have symbols for editing the scenes on the stage, and also for zooming in and out of the stage.


      On the extreme right of the flash page, you will seen some panels namely Properties, Color, Align & Info & Transform, Action, Library etc, as you can see in the picture below, you can click on the panels to make necessary changes. You can customize your panel settings by simply clicking on the windows option in the main manu, the panel will come on stage, you can drag and drop in to the right extreme like this picture shown below.
      Introduction to flash CS4 offering environment

      ..

      By default flash CS4  has a few panels to work with, but you may need much more panels to work with, you can customize your panels by just clicking on the window menu in the horizontal main menu bar as seen in the picture below.
      Panels and Panel workspace in flash CS4


      A list of panels are displayed under the window menu, you can simply click on each one of them to have it on your screen, sometimes it may just appear on the middle of the stage, you can simply click on the header and drag it to the right and place it in any order of your choice.
      At the bottom the 3rd one from the last you will find a workspace layout panel, you will find something like a save current, by clicking on it you can actually save the panel setting for that particular layout by simply naming it to layout1, etc, the next time you open the flash, you may actually have one or two panels on the right which is set as default, so instead of setting it all up again, you can go to windows menu, and click on the layout1, etc to get back all the panels you chose to work on.

       ----
       
      Lets learn how to draw in flash CS4, let start by drawing a rectangle and an oval, the reason why we are starting with drawing a rectangle and a oval is because both these have a stroke and a fill. Understanding strokes and fills are important to draw in flash CS4 because they are treated as separate objects and not treated as one object.
      Using the oval tool on the right hand tool bar menu like this one Drawing in flash CS4

      draw an oval on the stage, if you notice to the right bottom of this oval tool is a small triangle, when clicked on it, you will be able to select a rectangle tool, oval tool, Polystar tool etc.,

      As you click on the oval tool, just take a look at what happens to the options panel and the properties panel on the right of the screen.
      Drawing in flash CS4

      While you see the Stroke, you can either type a number in the white box, or you can simply drag the stroke button to and forth to get the size of your stroke, then you  see the style, here you can select the kind of stroke weather you want a solid, dashed, dotted kind of stroke, then below is the scale, if you want normal, horizontal, vertical or none.
      Drawing in flash CS4
      This is the stroke options
      Drawing in flash CS4
      This is the color options,

      You can use the stroke option and configure the settings or simply click on the fill color and configure the settings. On the main menu we have a button which looks like a magnet like this
      Drawing in flash CS4 You can use this button to simply snap the objects in place.

      Lets draw an oval on the stage, with the oval tool selected, lets say we want to give it a red fill, easy enough we simply go to this fill color and select red here.
      Drawing in flash CS4
      And lets say we want a blue stroke,
      Drawing in flash CS4
      If you really want the stroke to stand out, lets make it thicker than it is, by simply dragging the arrow to its right or by type in  a figure in the box.
      Drawing in flash CS4


      Lets draw an oval on to the stage, so click on the oval button and go to stage and draw an oval, as you drop and drag, you will notice that as you drag it to a circle, it will  snap into place, now release the mouse button, you will find a perfect circle with the colors you chose.
      Drawing in flash CS4

      You will see a blue bind box along the circle, this means that the circle has been selected on stage. You can make changes to this object, while it is selected, by simply choosing he fill color and the stroke color. If you don’t wan the circle to be selected on stage, simply press escape button on your keyboard, it will deselect the circle on stage.
      By default the snap object buton is turned on, while selecting an oval tool, now you can draw a perfect circle by turning off the snap button by simply clicking on it, the background will disappear on it.
      Drawing in flash CS4
      Now draw the circle by dragging the cursor on the screen and dragging it down by simply holding on to the shift key on the keyboard,
      You can select all objects on the stage by clicking on each, or by simply hitting ctrl+A key in your keyboard and delete it by hitting backspace.
      Now if you want to draw a circle exactly in the centre of the stage, you can draw by simply pressing the alt button on the keyboard and dragging it, it will uniformly expand in all directions.
      Now lets make a rectangle on stage, you can click on the right bottom of the oval tool and you will find a rectangle, click on it and draw a rectangle on stage.
      Drawing in flash CS4

      The rectangele tool works very similarly like a circle or oval tool, you can also use the snap objects to draw a rectangle, with snap objects on, you can release the mouse button when a circle appears at the corner of the square, it becomes a perfect square.
      Drawing in flash CS4
      There is another panel called rectangle options on the right panel space, if you want rounded edges to your square you can use this rectangle options and type a number in the cells provided to get the corner rounded edges. Like illustrated below:
      Drawing in flash CS4
      You will find something like this
      Drawing a circle or rectangle in flash CS4
      Sometimes you will not know what exactly should be the rounded edges on the rectangle or square, there is another way to do this, you can simply click on the rectangle tool bar and draw a rectangle on stage, and do not release you mouse, you can now simply use the up and down arrows to know how much of rounded edges you want to have in the rectangle, this will give you an indication what you square or rectangle will look like with rounded edges straight away.

      Lab 2 : Using Line/Pencil/Brush tool, Ink bottle and Paint Bucket Tool.

      On the extreme right on the menu, you will find the various drawing tools

      The line tool is looks like this,
      It is very important to understand how the various drawing tools work in flash CS4, let me just take you through on some of these, on the extreme right on the menu, you will find the various drawing tools The line tool is looks like this,    when you click on the line tool and draw on stage you can go any direction, but if you want to draw a square lets say, you can draw a straight line downwards, you will see that by default the snap tool is selected and the line will snap in place, when it is perfectly straight, like wise to the right, up and left you will join the first point, you can draw a 45 degree line, and it will snap in place. This is a very important drawing tool in flash CS4.  The same way you can draw with pencil tool, when clicked on the pencil tool which looks like this below,    You will see that the property setting are just a stroke color, you can draw a zig zag on stage and notice that you can only select a color which is of stroke, and may not give you the option of the fill color.  In the option menu box you have two options like this below   The top one is a smooth curve and the bottom one is a straight line, assuming you have drawn a zig zag on stage with a color red, selecting the drawing on stage, as you click on the smooth button the shape of the zig zag will smoothen, and the other straight button works differently than the smooth button, when selected the drawing, and clicked on the straight line, it will straighten the line to a virtual straight line running downwards.  The next tool is the brush tool, which looks like the one below,   As you click on the brush tool, you will find that in your properties panel, you have only a fill color and not a stroke, this tool works very much like the pencil tool, with the smooth option tool and the straight option tool working with the brush tool very similarly like the way it works with pencil tool.  Another important tool is the pen tool, this tool looks like this below   As you take the pen tool to the stage you will find that it make a dot with a florescent green, and once you release your mouse and make the second mark on stage, you will find a second point, and the first and second connect, this will happen till you finish all your drawings on stage and touch the start point, when pressed escape you will find the shape you drew, and accordingly fill the color of your choice, this pen tool will draw straight lines, if you want curved strokes, you can simply drag the mouse with the cursor moving either ways and then connecting the points to the starting point.
      when you click on the line tool and draw on stage you can go any direction, but if you want to draw a square lets say, you can draw a straight line downwards, you will see that by default the snap tool is selected and the line will snap in place, when it is perfectly straight, like wise to the right, up and left you will join the first point, you can draw a 45 degree line, and it will snap in place. This is a very important drawing tool in flash CS4.

      The same way you can draw with pencil tool, when clicked on the pencil tool which looks like this below,
      How the Line tool, Pencil tool, brush tool and pen tool work in in Flash CS4

      You will see that the property setting are just a stroke color, you can draw a zig zag on stage and notice that you can only select a color which is of stroke, and may not give you the option of the fill color.
      In the option menu box you have two options like this below
      How the Line tool, Pencil tool, brush tool and pen tool work in in Flash CS4

      The top one is a smooth curve and the bottom one is a straight line, assuming you have drawn a zig zag on stage with a color red, selecting the drawing on stage, as you click on the smooth button the shape of the zig zag will smoothen, and the other straight button works differently than the smooth button, when selected the drawing, and clicked on the straight line, it will straighten the line to a virtual straight line running downwards.

      The next tool is the brush tool, which looks like the one below,
      How the Line tool, Pencil tool, brush tool and pen tool work in in Flash CS4
      As you click on the brush tool, you will find that in your properties panel, you have only a fill color and not a stroke, this tool works very much like the pencil tool, with the smooth option tool and the straight option tool working with the brush tool very similarly like the way it works with pencil tool.

      Another important tool is the pen tool, this tool looks like this below
      How the Line tool, Pencil tool, brush tool and pen tool work in in Flash CS4
      As you take the pen tool to the stage you will find that it make a dot with a florescent green, and once you release your mouse and make the second mark on stage, you will find a second point, and the first and second connect, this will happen till you finish all your drawings on stage and touch the start point, when pressed escape you will find the shape you drew, and accordingly fill the color of your choice, this pen tool will draw straight lines, if you want curved strokes, you can simply drag the mouse with the cursor moving either ways and then connecting the points to the starting point.

      -----

      On the extreme right of the screen in flash CS4, in the main menu you will notice the paint bucket tool,
      How to use Ink bottle and paint bucket tool in flash CS4
      at the right bottom of this tool, you will see a triangle, when you click on this triangle you will get the ink bottle tool, Now lets just draw a circle with no stroke on the stage, so select a color, lets say red,  and turn the stroke off and draw a circle on stage, now draw another circle with no fill and only a stroke color selected, say blue on stage, lets say you have something like this on stage,
      How to use Ink bottle and paint bucket tool in flash CS4
      You can click on the ink bottle tool as shown in figure 1, select a color, lets say black and click on the red circle drawn, you will get a black stroke on the red circle drawn, similarly click on the paint bucket tool, select a red green fill and click on the blue circle drawn, you will find the blue circle with green fill in it, like you see below.
      How to use Ink bottle and paint bucket tool in flash CS4
      This is the difference between paint bucket tool and ink bottle tool.

      Lab 3 : Working with Layers

      All this while we were working on flash CS4 on stage on a single layer, now lets just draw a simple website design by creating a rectangle green color menu bar in layer1, by double clicking on the layer1, you will be able to change the name of the layer, say call it menu,
      How to manage layers in Flash CS4
      On the left bottom of this picture above, you will find an add layer button, you will be able to create layers by simply clicking on it,  if you notice very closely that there is a dark grey box in the time line of the layer header, that means we have put in an object on stage, similarly create another layer and make another rectangle yellow box on top of the page, similarly create another layer and write your company name on it, you can double click on each layer and name them differently, you will notice that you have three grey boxes with a black dot in each layer on the time line 1. this is to make sure that each layer does not interfear with each other.
      You can make each of these layers invisible by simply clicking on the eye button in the respective layer
      How to manage layers in Flash CS4
      in case you want to edit the bottom layer and you are unable to do it, you can also click on the lock button like the one below
      How to manage layers in Flash CS4
      to make sure, that you don’t move it around. So get used to using the pad lock icons by simply clicking to make it invisible and lock them and by clicking on it, to make it visible and unlock them.
      Your drawing will look something like this on three layers.
      How to manage layers in Flash CS4
      So you know how to manage layers in flash Cs4, I would recommend that you always label your layers, suppose you draw a whole lot of drawings on stage, and later if you want to edit it, you may not know what each layer contains, again you can delete any layer any time by  simply click on the layers, selecting it, and clicking on the trashcan found on the right bottom of pic1, it will look like this
      How to manage layers in Flash CS4
      Notice one more important thing while working in flash, if at any point you think you want to undo, you can simply click ctrl+z on your keyboard, and you can get it back.
      There is another button between creating layers and deleting layers in the pic1. these are adding folders, by clicking on it, you can add a folder and store all your files by dragging and dropping them into that folder, and naming that folder header folder.

      ----

      Lab 4 : Rolloever image

      How to make an image big on rollover in flash CS4.
      First of all you need to have the same image of two different sizes and save it in your directory.
      Open flash CS4, and import an image on the centre stage, by going to the main menu file-> Import -> Import to Stage, as shown below,
      How to make an image big on rollover in flash CS4
      In this case I have imported the smaller sized image to the stage. You can save your file, in this case I have saved it as rollover and it will by-default be saved as a .fla file.
      How to make an image big on rollover in flash CS4
      Now click on the image and Press F8 to create a button, call it a name and press ok!
      How to make an image big on rollover in flash CS4
      You will see a blue outlined with a small circle in the middle of the image as shown below.
      How to make an image big on rollover in flash CS4
      Double click on the button, you will enter the button mode as shown below.
      How to make an image big on rollover in flash CS4
      Your button mode will have something like this shown below, your layer will be called by-default Layer1, and you will have an up, over, down and hit area in the button.
      How to make an image big on rollover in flash CS4
      Click on the over and right click your mouse and create a blank keyframe like this shown below
      How to make an image big on rollover in flash CS4
      Repeat the same for the hit area also, now as you scrub the timeline over all the four modes you will be able to see the orange tag moving with it.
      How to make an image big on rollover in flash CS4
      Now click on the hit area and draw a rectangle in the centre of stage as shown below.
      How to make an image big on rollover in flash CS4
      Now click on the Over area and import the bigger image to the centre of stage as shown below.
      How to make an image big on rollover in flash CS4
      How to make an image big on rollover in flash CS4
      Now test the movie by going to the control menu on the main menu and selecting the test movie or you can also press Ctrl+Enter, a .swf file will be created, in this case rollover.swf will be created and you will notice that the image becomes larger on rollover.
      That’s it, you now know how to make an image big on rollover in flash CS4.