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Learning Macromedia Flash MX 2004

Prices

 
Within Australia
Outside Australia
 
Single User
Multi-User
Single User
Multi-User
Module 1
$18.70 inc GST
$99 inc GST
US$15/£7/Ca$16
US$85/£40/Ca$90
Module 2
$18.70 inc GST
$99 inc GST
US$15/£7/Ca$16
US$85/£40/Ca$90

Purchasers of the Multi-user version of Learning Macromedia Flash MX can upgrade to the Multi-user version of Learning Macromedia Flash 8/MX 2004 Module 1 for $44 inc GST, US$35, £20, Ca$40.

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Module 1 Summary

Chapter 1: Getting Started With Flash

This chapter introduces:

  • the components of the Flash screen including the workspace and the panels.
  • using rulers, grids and guides.
  • using simple drawings tools - rectangle, oval and line

 

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Chapter 2: Drawing Tools

This chapter introduces the Flash Drawing Tools in more detail including:

  • cookie cutting.
  • the Selection tool.
  • the Pencil, Brush, Paint Bucket and Ink Bottle tools.
  • The Eyedropper and Eraser tools.
  • the assignment involves the drawing of an alien.

 

 

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Chapter 3: Symbols, Libraries and Layers

This chapter demonstrates how to use symbols, libraries and layers which are an integral part of Flash animations. It includes:

  • how to create a symbol and use it from the Library panel.
  • how to create layers, change their order, lock them and turn them on or off.
  • the assignment involves the creation of a simple web page using layers.

 

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Chapter 4: Tween Animations

This chapter demonstrates how to create simple motion tween animations. It includes:

  • adding and deleting keyframes.
  • rotating objects in animations.
  • scaling objects.
  • animating objects along a path.
  • the assignment gets students to animate a logo or text message.

 

 

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Chapter 5: Multiple Object Animations

This chapter demonstrates how combine more than one object in an animation. It includes:

  • setting fixed objects in layers and locking them.
  • animating objects in their own layers.
  • easing in or out to control the speed of an animation.
  • students create a bouncing ball animation.

 

 

 

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Chapter 6: Shape Tweening

This chapter demonstrates how to animate an object to gradually change into another object. It includes:

  • changing a circle into a rectangle then back to a circle again by reversing frames.
  • modifying the bouncing ball animation so that the ball distorts as it bounces off the fixed object, then returns to its original shape.

 

 

 

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Chapter 7: Fixed Point Animations

This chapter demonstrates how to make objects animate around a fixed point. It involves:

  • editing symbols to set the registration (rotation) point.
  • using guides to align the rotation.
  • animating the hands of a clock.
  • the assignment involves students creating a car speedometer.

 

 

 

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Chapter 8: Motion Guide Animations

This chapter demonstrates how to set objects to animate alone a path. It includes:

  • setting motion guides in motion guide layers.
  • setting beetles to race around a track.
  • stopping an animation.
  • adding and removing frames.
  • the assignment involves students creating a solar system animation.

 

 

 

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Chapter 9: Keyframe Animations

This chapter demonstrates how to set keyframe animations. It includes:

  • drawing an eye, copying the eye then making one eye wink.
  • keyframes are duplicated and the contents of the duplicate modified.
  • the assignment involves students creating an eclipse of the sun animation.

 

 

 

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Chapter 10: Creating Buttons

This chapter demonstrates how to create Flash buttons. It includes:

  • setting button symbols.
  • setting the up, over and down states.
  • setting the hit area.
  • creating a navigation bar for a web site
  • using Flash's prepared buttons.

 

 

 

 

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Chapter 11: Publishing Animations

This chapter demonstrates how to publish animations. It includes:

  • the difference between .FLA and .SWF files.
  • publish settings.
  • adding Flash animations to DreamWeaver.

 

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Project 1: iSounds

This project is only available in the multi-user versions. It involves students creating an opening page for the iSounds company which sells music over the internet. Students are required to create a web page that includes at least 2 animations and a navigation bar that has Flash buttons.

 

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Module 2 Summary.

Chapter 12: Creating Movie Clips

This chapter introduces:

  • the creation and use of movie clip symbols.
  • self-contained animations are created then placed in other animations.
  • multiple instances of the movie clips are added to the animation.

 

 

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Chapter 13: Text Effects

This chapter introduces the use of more detailed text effects including:

  • device fonts.
  • character spacing and vertical text.
  • selectable text.
  • linking text.
  • animating letters of a word.
  • creating text shape tweens.

 

 

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Chapter 14: Text Effect Movie Clips

This chapter demonstrates how to create text effects as movie clips and include them in animations. It includes:

  • animating letters within the movie clip.
  • using the movie clip.
  • editing the movie clip.
  • converting movie clips to buttons.

 

 

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Chapter 15: Adding Sounds to Animations

This chapter demonstrates how to include and control sounds by adding an engine track to the car speedo animations created in an earlier chapter. Click on the speedo to play the sound. The chapter includes:

  • Adding sounds to the library.
  • synchronizing sounds.
  • using fade in effects.
  • removing sound effects.
  • editing sound effects.
  • adding sounds to buttons.

 

 

 

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Chapter 16: Using Masks

This chapter demonstrates how use masks in animations. It includes:

  • creating a mask layer.
  • setting the mask effect.
  • using text as a mask.
  • animating backgrounds.
  • animating the mask itself.

 

 

 

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Chapter 17: Timeline Effects

This chapter demonstrates how to use the Timeline Effects to make animations appear more realistic. It includes:

  • using drop shadows.
  • transform effects.
  • transition effects.
  • blur effects.
  • explode effects

 

 

 

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Chapter 18: Using Behaviours

This chapter demonstrates how to make use behaviours to make animations interactive with the screen. A firing a gun animation that could be used in computer games is created. Click on the gun in the sample to see the effect. The chapter involves:

  • editing symbols to set the registration (rotation) point.
  • using guides to align the rotation.
  • animating the hands of a clock.
  • the assignment involves students creating a car speedometer.

 

 

 

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Chapter 19: Animation Still Photos

This chapter demonstrates how to animate sections of a still photo to give the impression that they are a moving object. It includes:

  • breaking a photo into pixels.
  • erasing the sections to be animated.
  • converting the sections to symbols.
  • setting the reference point.
  • animating the sections.

 

 

 

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Chapter 20: Using Video Clips

This chapter demonstrates how to work with video clips in Flash. It includes:

  • importing video clips.
  • inserting video clips into movie clips.
  • controlling the playing of video clips.
  • creating a simple electronic portfolio.

 

 

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Chapter 21: Using Scenes

This chapter demonstrates how to use scenes within Flash to build an overall animation. It includes:

  • adding and naming scenes.
  • adding content to scenes.
  • duplicating scenes.
  • stopping the overall animation.

 

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Project 2

This project is only available in the multi-user versions. It involves students creating a web site or pages that could be added to a web site using the skills developed in Module 2.

 

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