Documente Academic
Documente Profesional
Documente Cultură
version 2
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CONTENTS
CHAPTER 1 Introduction
1.1 What's New in Version 2.0 ............................ 13
CHAPTER 3 Fundamentals
3.1 Movies ............................ 30
3.5.1.1 Motion
3.5.1.2 Easing
3.5.1.3 Start At
3.5.1.4 Cascade
3.5.1.5 Camera
3.5.1.6 Transforms
3.5.2.1 Place
3.5.2.2 Remove
3.5.2.3 Move
3.5.2.4 Fade In
3.5.2.6 Slide In
3.5.2.8 Blur
3.5.3.1.1 Transform
3.5.3.1.2 Squeeze
3.5.3.1.3 Alternate
3.5.3.1.4 Snake
3.5.3.2.1 Explode
3.5.3.2.2 3D Spin
3.5.3.2.3 Vortex
3.5.3.3.1 Wave
3.5.3.3.2 Typewriter
3.5.3.3.3 Revert
4.1.1.1 New
4.1.1.2 Open
4.1.1.3 Save
4.1.1.4 Save As
4.1.1.6 Samples
4.1.1.7 Import
4.1.1.8 Export
4.1.1.9 Test
4.1.1.11 Close
4.1.1.12 Exit
4.1.2.1 Undo
4.1.2.2 Redo
4.1.2.3 Cut
4.1.2.4 Copy
4.1.2.5 Paste
4.1.2.6 Delete
4.1.2.8 Show
4.1.2.9 Hide
4.1.2.12 Properties
4.1.3.2 Toolbars
4.1.3.4 Rulers
4.1.3.5 Zoom In
4.1.4.1 Scene
4.1.4.2 Text
4.1.4.3 Button
4.1.4.4 Sprite
4.1.4.5 Image...
4.1.4.6 Content...
4.1.4.7 Instance...
4.1.4.8 Effect
4.1.4.9 Event
4.1.4.10 Action
4.1.5.1 Grouping
4.1.5.2 Convert
4.1.5.3 Order
4.1.5.4 Transform
4.1.5.5 Alignment
4.1.5.6 Justification
4.1.5.7 Appearance
4.1.6.5 Stop
4.1.7.1 Preferences
4.1.7.2 Customize
4.1.7.2.1 Commands
4.1.7.2.2 Toolbars
4.1.7.2.3 Tools
4.1.7.2.4 Keyboard
4.1.7.2.5 Menu
4.1.7.2.6 Options
CHAPTER 5 Tutorials
5.1 Creating Your First SWiSH Movie ............................ 167
1 Introduction
If you want to create wild and groovy Flash™ animations without using Flash™, then SWiSH is the tool for
you! SWiSH is so easy to use, you'll be producing complex animations with text, images, graphics and
sound in no time. SWiSH has over 150 built-in effects like Explode, Vortex, 3D Spin, Snake and many
more. SWiSH has tools for creating lines, rectangles, ellipses, Bezier curves, motion paths, sprites and
rollover buttons, all in an easy-to-use interface.
If you are over battling with complicated, expensive programs, use SWiSH. SWiSH takes the drama out of
dramatic effects.
SWiSH exports the SWF file format used by Macromedia Flash™, so your animation will play on any
machine that has the Flash™ Player installed. According to a recent survey by NPD Research that's over
96% of web users, or 334 million people!
SWiSH animations can be incorporated into any web page or imported into Flash™. They can also be sent
in an email, embedded in a Microsoft PowerPoint presentation or included in a Microsoft Word document.
SWiSH v2.0 is the first major upgrade since SWiSH was born. There are hundreds of new features for you
to play with.
Best of all, SWiSH is only $49.95 US Dollars. See the Purchasing SWiSH section for details.
Drawing Tools
You can draw lines, rectangles, rounded rectangles, ellipses, circles, and Bezier shapes. Shapes can be
open or filled and both the outline and fill color can be partially transparent. You can fill shapes with a flat
color, a linear or radial gradient, or a clipped or tiled image. You can also change the outline line style.
Note: Image objects from SWiSH v1.5 are no longer supported in SWiSH v2.0 and are replaced
automatically by rectangular shapes with an image fill
Timeline Enhancements
All Effects now include a Keyframe mark that can be activated for visual editing with a single click. You can
drag the Keyframe forward or backward, and SWiSH will automatically adjust the duration of adjacent
Effects. Icons are used to differentiate Actions, and single-frame Effects, such as Place Effect and Remove
Effect. The Timeline Panel also indicates the length of the Scene, the duration of Effects, and shows the
Frames where objects are actually visible (i.e. if the object is invisible, the Frames are dimmed). You can
adjust the vertical and horizontal scale of the 'Timeline' Panel.
Playback Controls
SWiSH 2 includes Play Movie , Play Scene and Play Effect commands. In 'Preview Frame' mode there
are commands to step through the Movie Frame-by-frame (forward and backward), rewind to start and
cue to end. You can also drag the playback head forwards and backwards on the Timeline to preview the
animation.
Masks
You can specify a Sprite to be masked. The bottom-most object in the Sprite become a mask. This is a bit
like watching the Sprite Movie through a cardboard cut-out. Because it is part of the Sprite, you can apply
Effects and motion to the mask itself.
Convert to Button
You can convert an object into a button. The object is duplicated in the three visible states and a bordering
rectangle inserted in the Hit State. You can select multiple objects and convert all of them into individual
buttons. This is a quick way of creating a new button from existing objects, rather than starting from an
empty button with the Insert Button command.
Convert to Sprite
You can convert any object into a Sprite. The original object is moved into the newly created Sprite
maintaining its Actions and Effects.
Group as Shape
You can group multiple selected objects into a complex shape. However the original Effects are lost. You
can Ungroup back to separate shapes.
Sound Effects
You can control the overall volume of sounds and apply simple fade Effects. There is no envelope editor in
SWiSH v2.0.
Frame Labels
Any Frame can be given a label and used as a target for Goto Frame Actions.
JavaScript Action
You can directly enter Javascript to execute in the host application.
Mailto Action
You can send email directly from within your Movie.
Tell Target
The Tell Target Action lets you control the main Movie or a Sprite from within another Sprite or the main
Movie itself.
Object Reordering
Pressing Control+arrow keys in the Outline, Timeline, or Layout Panels moves objects up and down the
stacking order. You can also drag objects up and down to reorder in the 'Outline' or 'Timeline' Panels.
SWiSH v1.5 was the second release in July 2000, which had the added ability to include both sounds and
images in the animations. SWiSH v2 has taken yet another giant step. Along with its new interface, the
application has added many features to allow users to create richer and more complex animations and web
sites. SWiSH developers are dedicated to keeping the application intuitive and easy enough for the non-
professional to use, while adding those features most requested by professional users. If you haven't
already read a list of these new features, they are listed and described in What's New in Version 2.0 .
format. You can also create a stand-alone projector .exe file via the Flash Player (see the
FAQ on exporting). To display your Movie on the web, you need to upload the .swf to your server.
Although a .swf can be played over the web without being placed within a web page, it is typically
embedded within one, so unless you know how to do this, you will want to upload the HTML page as well.
Keep in mind that, at the time of this release, most visitors are using a dial-up service to access the
internet. Therefore, although your Movies will be streamed, the speed is limited. To ensure your visitors
view your Movies correctly and without pauses in the flow of the animation, you will need to ask them to
wait while a portion of your Movie has a chance to preload. The larger your .swf file size, the longer you will
have to ask them to wait. We include a tutorial on how to make a Preloader, which gives your viewer the
status on the loading .swf.
There are a number of things that you can do to keep your file sizes smaller, to minimize the time a visitor
has to wait for the Movie to begin. Images, music, sound effects and animation effects all add to the file
size of the .swf and can quickly increase the file size. For this reason, it is wise to consider each of the files
you plan to add to your Movies. SWiSH will allow you to compress both images and sounds.
Run through the tutorials we have supplied. These examples will give you good grounding in the use of
SWiSH and how to put together a SWiSH-based web site.
Don't forget that there is a lot of support available through the growing community of Support Forums for
SWiSH.
Keep on SWiSH'n.
1.4 Credits
The SWiSH Team
Many hours of labor and love have gone into bringing you the latest version of SWiSH. Thanks go to the
following courageous souls: David Michie, Hung-Hsin Chang, Roger Onslow, Gus Nalwan, Jason Bennett,
John Collingwood-Smith, Hugh Boyd, Caitlin McKelvey , Susannah Huntington, Nathalie Albouze, Andrew
Glover, Lana Khoury, David Petley, Dawn Barrie, Jon Herron, Deborah McRitchie and Simon Collingwood-
Smith.
External Credits
SWiSH is a Macromedia Flash-enabled application. SWiSH incorporates the Flash Player which enables it
to preview .swf animations without launching an external player or browser.
SWiSH incorporates the LAME MP3 Encoder. LAME is distributed under the GNU Library General Public
License. The LAME source code can be downloaded here.
This Help File was made with EC Software Help & Manual.
The SWiSH installer was created using MindVision Installer VISE .
Thank you to Flash Kit for hosting the Swish Support Forum.
A single-user license is $49.95 US Dollars. There are discount options for network-license versions and
educational users. Look for details at www.swishzone.com or contact sales@swishzone.com and explain
your requirements. There is sure to be a solution to suit your needs.
Finally, we have a list of the most frequently asked questions on licensing and the protection system.
Purchasing SWiSH
To purchase a license for SWiSH:
1. select Purchase SWiSH from the Help Menu and follow the prompts to open your browser and direct
you to the sales pages at swishzone.com
2. follow the instructions to select the purchasing option which suits your requirements (e.g. credit card,
check, purchase order etc.). SWiSH is available as a Single user and Network versions. Quantity and
Education discounts are available.
3. once you have completed the sales transaction you will be added to our customer database and can
now generate a Site Key to unlock you installation. Go to www.swishzone.com/sitekey.html and follow the
prompts to get a Site Key
4. start SWiSH and hit the <Enter> key when you see the startup splash screen. If you miss this
opportunity, close the application and repeat the process. If the trial period has expired, you will
automatically enter the 'Licensing configuration' menu shown below.
5. from step 3. an email will be sent to you with a new Site Key enclosed, cut and paste from the email into
the Site Key field in the 'License Configuration' window of SWiSH (as shown in the illustration above),
and click the 'Validate' button.
If you have any problems email support@swishzone.com. Please include your Site Code and Serial
Number in the correspondence and we will assist you with licensing your software.
1. Copy the Site Code which is displayed in the 'License Configuration' window, shown above here
2. Use your browser to go to www.swishzone.com/sitekey.html, and follow the instructions provided
3. Enter your email address and Site Code in the fields indicated on the page. Click on 'Generate Site Key'
4. An email will be sent to you with a new Site Key enclosed
5. Cut and paste from the email into the Site Key field in the 'License Configuration' window of SWiSH (as
shown in the illustration above), and click the 'Validate' button.
If you have any problems email support@swishzone.com. Please include your Site Code and the email you
register with, in the correspondence and we will assist you with licensing your software.
1. Click on the 'Electronic Registration' button in the 'License Configuration' window and follow the prompts
2. When prompted, type in the Serial Number sent to you. You must be connected to the Internet to
complete this process
3. SWiSH will send the Site Code to our licensing server and we will respond with the Site Key to unlock
your application
4. This normally completes the unlock process.
If you have any problems email support@swishzone.com. Please include your Site Code and Serial
Number in the correspondence and we will assist you with licensing your software.
The 'License Configuration' window CANNOT be accessed while SWiSH is in use. To access the 'License
Configuration' window, run SWiSH and press <Enter> at the prompt. If you do not press <Enter> in time,
SWiSH will start. If this happens, quit the application and repeat. If the trial period has expired the
application will automatically go to the 'License Configuration' window.
The SWiSH CD-ROM or download installers DO NOT self-destruct after the application is installed. They
can be used to install SWiSH on an infinite number of PCs, where it will run for the trial period before
ceasing to function. We encourage potential customers to install SWiSH on multiple PCs for evaluation
purposes. Keep in mind, however, that you must purchase a license for each PC you wish to run SWiSH on
a permanent basis.
Variations from the aforementioned policy will be at the sole discretion of DJJ Holdings Pty. Ltd.
Installation
Install SWiSH v2 on the server. Verify all users have full access to the application directory on the server.
Create a shortcut on the client to the Swish2.exe file on the server. Ensure the appropriate network drivers
for your system are installed (see below).
Network Drivers
SWiSH Network currently has drivers for the following platforms:
· Windows NT
· Windows 95/98/ME
· Novell
· SWiSH Network does not support the MS-DOS network.
For all networks, clients require read-and-write access to the shared server directory containing the SWiSH
Network. Appropriate drivers should have been supplied with the software installer, but if they fail to install
correctly or you get network errors, please contact support@swishzone.com immediately.
NT / Windows 2000
If you are running SWiSH from a server over an NT network you will need to install NT drivers on the local
computer. We supply SETUPEX.EXE and CKS.EXE with the installer or download them here
(www.swishzone.com/nt_ckserve.zip). Copy these two files to the same location on the local computer and
double-click SETUPEX.EXE to install the drivers. Ensure that the 'Crypkey License' service is installed and
running. You are now able to run from the server copy.
Windows 95 / 98 / ME
WCKSERVE.EXE is the Windows 95, 98 and ME network driver. This MS-DOS program runs in any
Windows environment, allowing the computer to act as a server for software protected products. Its
transparency ensures no loss of PC functionality. Before running WCKSERVE.EXE, establish an
environment variable to notify the program of the location of the SWiSH.
The commands take effect when the PC reboots. Note that WCKSERVE.EXE also accepts the directory
string normally contained in the WCKSERVE environment as a command line variable, as follows:
WCKSERVE.EXE C:\MYAPP1;C:\MYAPP2
where MYAPP1 and MYAPP2 are directories containing Protected products (i.e. SWiSH).
Problems
Problem: Error shows maximum number of users exceeded.
Description: Your SWiSH Network license will only enable access to a limited number of users. If you
exceed this limit the following message will appear to prompt you to wait for access.
Solution: Close down someone's session and you will gain access.
Problem: Network drivers appear to not be serving this directory -102 error
Description: SWiSH Network does not start and returns this error message.
Solution: Make sure that the users have full access to create files in the license directory. On NT systems,
make sure the 'CrypKey' license service is installed and running. If SWiSH is running across a network,
make sure the correct network driver is running.
ADMINISTRATOR). By changing the permissions for SYSTEM, the application may work as expected. This
is a common problem as most system administrators will change the permission "EVERYONE FULL
CONTROL" (default) with "ADMINISTRATOR FULL CONTROL" + "INDIVIDUAL USERS FULL
CONTROL" which does NOT include "SYSTEM".
To measure the success of the installation, a file is created in the application directory called setupex.xco.
It will contain a 0 if the installation is successful. Any other number indicates an error and you should let
support@swishzone.com know if this is the case. Note: If you have problems installing the NT driver with a
message: The process cannot access the file because it is being used by another process - then there may
already be a 'CrypKey' service running. In this case, stop the service via: NT | Control Panel | Services
Win2000 | Control Panel | Administrative Tools | Services.
I used to work on two computers (home and office). Can I install my software on both
computers?
You are entitled to a License for home and office. Follow the Site Key registration section in Purchasing
SWiSH, to generate a second Site Key for your software. This policy does not apply when a multi user
network license has been purchased.
What happens to the protection software when my computer HDD crashes and is replaced by a new
one?
Follow the Site Key registration section in Purchasing SWiSH, to regenerate a new Site Key for your
software.
Does SWiSH v2.0 scramble the exported .swf file during the trial period?
No, the trial version of SWiSH v2.0 is fully enabled.
I received the Site Key, but I can not see the difference between the number 0 and the letter O.
Only letters from A to F and numbers from 0 to 9 can appear in the code. That's why you will never receive
a code with the letter O or the letter I (i).
For some reason I need to re-install my software. What happens with the Site Key?
If SWiSH is uninstalled then re-installed, the Site Key will be deleted. Follow the Site Key registration
section in Purchasing SWiSH, to regenerate a new Site Key for your software.
You will need a new Site Key. Follow the Site Key registration section in Purchasing SWiSH, to regenerate
a new Site Key for your software.
3 Fundamentals
This section describes the basic elements of SWiSH animation.
The animation created is called a Movie. Within each Movie is a collection of Scenes. Each Scene has a
Timeline consisting of multiple Frames.
During the Timeline of each Scene, you place objects (e.g. text, images, etc.) to which you apply Effects .
These Effects will start and stop at particular Frames and can be controlled by inserting Actions and
Events.
In Scenes, Events occur when the Movie reaches a certain Frame. For objects, Events occur when you
interact with an object using the mouse, such as rolling the mouse cursor over the object or clicking on it.
An Event can trigger more than one Action. For example, when the mouse rolls over an object, the Movie
can be stopped (with a Stop Action) and the browser can be told to load an URL into another Frame (with
the Goto URL Action).
Actions are operations that are triggered by Events. Actions can alter the playing of the Movie, start or stop
sounds, load other Movies or web pages, or communicate with the host browser or player.
3.1 Movies
A Movie is a sequence of Scenes. A Movie contains all the Scenes, objects, Effects, Events, and Actions
that comprise the final animation.
Properties of a Movie (including size, Frame Rate and background color) can be edited on the
Movie Panel.
A new Movie can be created by pressing the 'New' button on the Standard Toolbar, or by selecting New
from the File Menu. Scenes can be added to a Movie by pressing the 'Insert Scene' button on the
Insert Toolbar, or by selecting Scene from the Insert Menu.
Movies can be saved to disk (as a .swi file) by pressing the 'Save ' button on the Standard Toolbar, or by
selecting Save from the File Menu . Existing Movies can be read from disk by pressing the 'Open' button on
the Standard Toolbar, or by selecting Open from the File Menu .
Movies can be exported to the Shockwave Flash format (.swf) or Video format (.avi) by pressing the
'Export to SWF' or 'Export to AVI' buttons on the Export Toolbar, or by selecting Export from the
File Menu. You can also export to projector (.exe) by selecting 'In Player' from the Test sub-menu of the
File Menu, then using File | Create Projector in the Flash Player.
Note: SWiSH v2 cannot read or write .fla files because .fla is a proprietary format owned by Macromedia
3.2 Scenes
A Scene is a collection of objects that are animated over a number of Frames. When a Scene is complete,
all the objects are removed from the display and the Movie automatically moves to the next Scene.
A new Scene can be created by pressing the 'Insert Scene' button on the Insert Toolbar, or by selecting
Scene from the Insert Menu. Objects can be added to the Scene by pressing one of the buttons on the
Insert Toolbar, by selecting options from the Insert Menu, or by using one of the drawing tools in the
Toolbox on the Layout Panel.
If no object in the Scene is selected, the Object Panel displays the Scene Panel. You can use the 'Scene'
Panel to set the name of the Scene, the background color of the Scene, as well as an URL to link to when
Each Scene has its own Timeline which can be edited using the Timeline Panel. You can also use the
Timeline to co-ordinate and combine animations of different objects.
The top row shows the Frame Actions for the Scene. These Actions are executed when the Movie reaches
the Frame where the Action is located. Frame Actions always have a duration of one Frame, but you can
execute more than one Action in a single Frame.
The rows below the Scene row represent the objects in the Scene. The rows are displayed in stacking
order, with the object that is in front of all other objects displayed at the top (just below the scene row), and
the object that is behind all other objects displayed at the bottom.
Each object row shows the Effects that are applied to that object. Effects may have a duration of one or
more Frames, but only one Effect can be applied to an object at any given Frame.
The amount of time a single Frame is displayed is controlled by the 'Frame Rate' field on the Movie Panel.
The Frame Rate is measured in Frames-per-second. A high 'Frame Rate' value (e.g. 20) will produce a
fast-running Movie. A low 'Frame Rate' value (e.g. 1) will produce a slow-running Movie. The Frame Rate
is a maximum rate only. The speed of the Movie is limited by the power of the CPU playing the Movie and
may vary from Frame to Frame depending on the complexity of the animation. See the
FAQ on performance for more information
Note: A Scene contains one Frame until you add an Effect or Action
3.4 Objects
SWiSH supports two types of object inside a Scene:
· Simple Objects
· Complex Objects.
A Simple Object is a single indivisible entity. The following objects are Simple Objects:
· Shape Objects
· Button Objects
· Sprite Objects
· Instance Objects.
A Complex Object is made up of many shapes. The following objects are Complex Objects:
· Text Objects
· Group Objects.
You can apply both Simple Effects and Complex Effects to a Simple Object. However, any Complex Effect
will behave as though the object has a single component.
You can create Shape Objects using the following drawing tools:
Line
Pencil
Bezier
Rectangle
Ellipse.
You can also produce shapes by using Group as Shape or Convert to Shapes, or by
importing them from a vector or raster image .
You can use Reshape and Fill Transform to modify a shape. You can edit the setting for a Shape
Object, including line style and fill style, using the Shape Panel.
Note: The Image Object in SWiSH v1.5x is now represented by a rectangular-shaped object filled with the
image in SWiSH v2
A Button Object is a Simple Object that is made up of four states: Up, Over, Down and Hit, as shown in
the illustration below.
· The Up State is the default appearance of the button. It is displayed when the Movie starts playing, and
whenever the mouse is outside the button
· The Over State is displayed when the mouse is moved inside the button. You can use it to create
The behavior of the button as you drag the mouse away from the hit area depends on the Tracking Setting
for the button.
These four button states act like Group Objects. You can insert any kind of object, except another button,
into the Up, Over and Down states, but only Shape Objects and Text Objects are allowed to define the hit
area.
You can create an empty button object using Insert Button or create a button with the states already set
up by using Convert to Button.
You can edit the settings for a Button Object using the Button Panel.
For further information, refer to the Tutorial section on how to create animated buttons.
Since a Sprite's Timeline is played independently from that of the main Movie, you can think of it as a
piece of reusable animation inside the main Movie.
A Sprite Object can contain any type of object, including other Sprite Objects.
You can also create an animated Button by using a Sprite Object in the Up, Over and Down button states.
See the Tutorial section to see how to create animated buttons.
You can create an empty Sprite using Insert Sprite, or convert an object into a Sprite using
Convert to Sprite or Group as Sprite. You can also produce Sprites by
importing an animated .gif or a .swf movie .
You can change the content of a Sprite when the Movie is playing using the Load Movie action, specifying
a special Level of -1.
You can edit the settings for a Sprite Object using the Sprite Panel.
A Sprite can be the target of a Tell Target action. However, Sprites that have Mouse Events or are inside a
Button State cannot act as targets, even if they have a name. Also Sprites that are within an unnamed
Sprite or a Group can only be referred to from within the Sprite itself (i.e. from one of the objects inside the
Sprite).
3.4.1.4 Instance Objects
An Instance Object is a clone of a Sprite Object. The contents of the Instance and its reference Sprite
are always the same. Making changes to the Instance will change the reference Sprite and vice versa. This
feature can be used to simplify the process of making global changes to commonly used objects within a
Movie.
You can create an Instance Object using Insert Instance or Make Instance, or by editing the settings
of an existing Sprite and selecting a reference Sprite.
You can edit the setting of an Instance Object using the Sprite Panel.
You can apply both Simple Effects and Complex Effects to a Complex Object.
Both Simple Effects and Complex Effects can be applied to a Text Object.
Text Objects are created by importing a text file or pressing Insert Text.
You can modify the settings for the text using the Text Panel.
The components may be Simple or Complex Objects, but cannot have their own Effects. This means that
any object with Effects is converted to a Sprite before it is grouped.
Both Simple Effects and Complex Effects can be applied to a Group Object itself.
Unlike a Sprite Object , a Group Object does not have its own Timeline.
Group Objects can be created by pressing Group, Convert to Shapes or Convert to Letters on
the Grouping Toolbar or the Modify Menu.
You can modify the settings for a Group using the Group Panel.
3.5 Effects
Effects are animations that change the appearance of an object over time. You can add, modify and co-
ordinate Effects using the Timeline Panel.
· Simple Effects
· Complex Effects .
A Simple Effects animates the entire object in unison. The following Effects are Simple Effects:
· Place
· Remove
· Move
· Fade In
· Fade Out
· Slide In
· Slide Out
· Blur
· Repeat Frames.
A Complex Effects animates the components that make up the object independently. The following Effects
are Complex Effects:
· Transform
· Squeeze
· Alternate
· Snake
· Explode
· 3D Spin
· Vortex
· Wave
· Typewriter
· Revert.
The properties of an Effect are edited using the Effect Settings Dialog Box , and many Effects also have
Common Settings, such as Motion, Easing and Camera.
· Motion
· Easing
· Start At
· Cascade
· Camera
· Transforms.
3.5.1.1 Motion
The Motion tab enables you to set the position, scale, rotation, alpha (transparency) and color of the object
at the end of the Effect.
X/Y Position
X/Y Position is the co-ordinate of the selected object's center. There are four selections for X/Y Position
control:
· Unchanged: the X/Y Position for the selected object is unchanged
· Jump to X/Y: moves the selected object to the specific X/Y co-ordinate
· Jump Right/Down by: moves the selected object from the original position to the right and down by the
specified distance
· Jump Left/Up by: moves the selected object from the original position to the left and up side by the
specified distance.
Path at Key
Path at Key controls the shape of the motion path at the current key frame. There are two selections for
Path at Key control:
· Smooth: the motion path is smooth at the current Keyframe
· Sharp: the motion path is cornered at the current key frame.
X/Y Scale
X/Y Scale is the scale factor of the selected object's width/height. With the 'X=Y' checkbox ticked, you can
scale the object uniformly. When the function is turned off, you can independently stretch or shrink the
object in the x or y directions. When scaling a Shape Object, the width of the line around the border of the
shape is scaled by the maximum value of the X and Y factors. There are five selections for X/Y Scale
control:
· Unchanged: the X/Y scale for the selected object is unchanged
· Resize to 100%: changes the X/Y scale factor to 100%
· Resize to scale: changes the X/Y scale factor to the specified value
· Increase by: increases the X/Y scale factor by the specified percentage
· Decrease by: decreases the X/Y scale factor by the specified percentage.
X/Y Angle
X/Y Angle is the clockwise rotation angle of the selected object's X/Y axis. With the X=Y checkbox ticked,
you can rotate the object, when the checkbox is cleared, you can skew the object. There are five
selections for X/Y Angle control:
· Unchanged: the rotation angle of the selected object's X/Y axis is unchanged
· Rotate to Zero: changes the rotation angle of the selected object's X/Y axis to zero degree
· Rotate to Angle: changes the rotation angle of the selected object's X/Y axis to the specified degrees
· Rotate CW by: rotates the selected object's X/Y axis clockwise by the specified degrees
· Rotate CCW by: rotates the selected object's X/Y axis counter-clockwise by the specified degrees.
X=Y
These two check boxes force the Y value to be equal to the X value for Scale or Angle.
Orient to path
If this setting is not checked, the in-between orientation of the selected object is decided by the X/Y Angle
settings.
If this setting is checked, the orientation of the selected object will follow the tangent of the Motion Path
while the object is moving.
If this setting is checked, when the selected object is moving, the orientation always follows the tangent of
the Motion Path and the X/Y Angle settings are ignored.
Alpha
Alpha controls the transparency of the selected object. There are six selections for Alpha control:
· Unchanged: the alpha (transparency) for the selected object is unchanged
· To Transparent: changes the alpha value to 0%, making the object completely transparent
· To Opaque: changes the alpha value to 100%, making the object completely opaque, with no
transparent or semi-transparent areas
· Fade to Alpha: changes the alpha value to the specified value
· Increase by: increases the alpha value by the specified value
· Decrease by: decreases the alpha value by the specified value.
Color
This setting allow you to apply the color Transform to the selected object. There are five selections for
Color control:
· Unchanged: the color of the selected object is unchanged
· Black: the object is changed to black (even if the object had multiple colors before)
· White: the object is changed to white (even if the object had multiple colors before)
· Color: the object is changed to the specified color. The object's color is determined by taking the
percentage of the selected color and adding the complementary percentage of the original color. For
example, if the given percentage is 30%, the result will be 30% of the selected color mixed with 70% of
the original color.
Advanced
This setting allows you to specify the new Alpha/Red/Green/Blue value by taking a percentage of the
current Alpha/Red/Green/Blue value and adding a value to the result.
3.5.1.2 Easing
The Easing tab enables you to control the position/scale/angle/alpha/color Transform speed at the start and
at the end of the Effect.
Start
Accelerates the change at the start of the Effect.
At End
Acceleration
Controls the amount of acceleration or deceleration. A value of zero mean no acceleration. A positive value
accelerates at the start or decelerates at the end. A negative value decelerates at the start of accelerates at
the end.
3.5.1.3 Start At
The Start At tab enables you to set the position, scale, rotation, alpha (transparency), and color of the
object before the start of the Effect. The Start At tab is displayed only if the 'Continue from previous effect'
checkbox on the Effect Settings dialog box is unchecked.
X/Y Position
X/Y Position is the co-ordinate of the selected object's center. There are four selections for X/Y Position
control:
· Unchanged: the X/Y position for the selected object is unchanged
· Jump to X/Y: places the selected object to the specific X/Y co-ordinate
· Jump Right/Down by: moves the selected object from the original position to the right and down by the
specified distance
· Jump Left/Up by: moves the selected object from the original position to the left and up by the specified
distance.
For example, if a Typewriter Effect follows an Explode Effect, the 'Reset components to original transforms'
option will reset the positions of the letters before the Typewriter Effect begins.
X/Y Scale
X/Y Scale is the scale factor of the selected object's width/height. There are three selections for X/Y Scale
control:
· Unchanged: the X/Y Scale for the selected object is unchanged
· Unscaled (100%): sets the X/Y Scale Factor to 100%
· Scale Factor: sets the X/Y Scale Factor to the specified value .
X/Y Angle
X/Y Angle is the clockwise rotation angle of the selected object's X/Y axis. There are three selections for
X/Y Angle control:
· Unchanged: the rotation angle of the selected object's X/Y axis is unchanged
· Zero angle: sets the rotation angle of the selected object's X/Y axis to zero degree
· Angle of: sets the rotation angle of the selected object's X/Y axis to the specified degrees.
X=Y
These two check boxes force the Y value to be equal to the X value for Scale or Angle.
Alpha
Alpha controls the transparency of the selected object. There are four selections for Alpha control:
· Unchanged: the alpha (transparency) for the selected object is unchanged
· 100% Transparent: sets the alpha value to 0, making the object completely transparent
· 100% Opaque: sets the alpha value to 100%, making the object completely opaque, with no transparent
or semi-transparent areas
· Alpha Value of: sets the alpha value to the specified value.
Color
This setting allows you to apply a color Transform to the selected object. There are five selections for Color
control:
· Unchanged: the color of the selected object is unchanged
· Black: the object appears black (even if the object had multiple colors before)
· White: the object appears white (even if the object had multiple colors before)
· Color: allows you to specify the color of the object. The object's color is determined by taking the
percentage of the selected color and adding the complementary percentage of the original color. For
example, if the given percentage is 30%, the result will be 30% of the selected color mixed with 70% of
the original color.
Advanced
This setting allows you to specify the new Alpha/Red/Green/Blue value by taking a percentage of the
current Alpha/Red/Green/Blue value and adding a value to the result.
3.5.1.4 Cascade
The Cascade tab enables you to control the order components of a Complex Object are animated.
Cascading animates components one after another instead of all together. This can be used for
Basic Complex Effects, 3D Effects and the Revert Effect .
Whole Object
If ticked, then the Effect applies to the object as a whole, and not to the individual components. The other
controls on the tab do not apply and so are hidden.
Enable Cascade
If ticked, then the Cascade function is turned on and the relevant settings for this function revealed on the
tab.
Direction
Instructs the Effect to animate the components of a Complex Object sequentially following the specified
order.
· -->-->: forwards
· <--<--: backwards
· --><--: from two sides to center
· <---->: from center to two sides
· Interleaved: follows the specified direction but alternates between the direction specified and the opposite
direction so the animations are interleaved
At Start
Specifies the start state of the components.
· Add: the component is not visible until it is animated
· Freeze: all components are visible at the start of the Effect but do not animate until it is their turn in the
cascade order
· Continuous: all components are visible and animated in specified phases at the start of the Effect
At End
Specifies the end state of the components.
· Remove: the component is removed when the component animation ends
· Freeze: the component is left as it is when the component animation ends
· Continuous: the component animation is continued until the effect ends
Delay/Overlap/Duration
Determines when the animation begins and ends for the components of a Complex Object. You can only
specify one of the three values, the other two are calculated and depend on the overall duration of the
Effect and, more importantly, the number of components in the object.
· Delay: specifies the number of Frames between the first Frames of two adjacent component animations
· Overlap: specifies the number of Frames that adjacent component animations Overlap. For example, if
the Overlap was set to 3 frames, the second component animation would begin 3 Frames before the
first component animation finishes
· Duration: specifies the duration of a component animation
3.5.1.5 Camera
The Camera tab enables you to adjust the 3D viewing settings for the 3D Effects. By adjusting the
parameters for the camera, the user is able to observe the object in a 3D world from different angles or
positions over time.
Perspective projection
Determines whether 3D points are projected onto the Layout Panel using perspective rendering. When
ticked, you can also specify a starting and ending Zoom Factor. Zoom Factors make no difference, and
hence are not enabled, when the 'Perspective Projection' option is turned off.
Specifies the Zoom Factor of the camera at the start of the Effect. This is only valid for Perspective
Projections.
Start position
Specifies the position of the camera at the start of the Effect, where the X axis points left, the Y axis points
down, Z axis points to the front, 1 unit is equal to 1 pixel and the origin is at the center of the object.
Middle position
Specifies the position of the camera at the middle of the Effect. The Menu let you select which values you
want to change. Any value you don't change uses the value halfway between the corresponding start and
end values.
· Mid-X-Y-Z: midpoint of the camera's motion track = (X, Y, Z)
· Mid-X-Y: midpoint of the camera's motion track = (X, Y, none)
· Mid-X-Z: midpoint of the camera's motion track = (X, none, Z)
· Mid-Y-Z: midpoint of the camera's motion track = (none, Y, Z)
· Mid-X: midpoint of the camera's motion track = (X, none, none)
· Mid-Y: midpoint of the camera's motion track = (none, Y, none)
· Mid-Z: midpoint of the camera's motion track = (none, none, Z)
· None: camera moves straight from Start Position to End Position
End position
Specifies the position of the camera at the end of the Effect.
Start target
Specifies the point at which the camera is aimed at the start of the Effect.
Middle Position
Specifies the point at which the camera is aimed at the middle of the Effect. The Menu lets you select
which values you want to change. Any value you don't change uses the value halfway between the
corresponding start and end values.
· Mid-X-Y-Z: midpoint of the look-at point's motion track = (X, Y, Z)
· Mid-X-Y: midpoint of the look-at point's motion track = (X, Y, none)
· Mid-X-Z: midpoint of the look-at point's motion track = (X, none, Z)
· Mid-Y-Z: midpoint of the look-at point's motion track = (none, Y, Z)
· Mid-X: midpoint of the look-at point's motion track = (X, none, none)
· Mid-Y: midpoint of the look-at point's motion track = (none, Y, none)
· Mid-Z: midpoint of the look-at point's motion track = (none, none, Z)
· None: the look-at point moves straight from Start target to End target
End target
Specifies the point at which the camera is aimed at the end of the Effect.
3.5.1.6 Transforms
The Transforms tab enables you to a sequence of transforming animations to each component of a
Complex Object. This tab is used by the Basic Complex Effects.
Position X/Y
Specifies the X/Y position for the component at the start/middle/end of the Effect. The X/Y value is relative
to the original position of the component. A negative X/Y means the new position is on the left/top of the
original position;a positive X/Y means the new position is on the right/bottom of the original position; a
value of zero means there is no change in Scale Factor.
Spacing X/Y
Specifies the component (X) and line (Y) spacing factors for the component at the start/middle/end of the
Effect. A value of 100% means there is no change in Scale Factor.
Scale X/Y
Specifies the width (X)/height (Y) Scale Factor for the component at the start/middle/end of the Effect. A
value of 100% means there is no change in Scale Factor.
Angle X/Y
Specifies the rotation angle for the component's X/Y axis at the start/middle/end of the Effect. A value of
zero means there is no change in angle or rotation.
Alpha
Specifies the change to the alpha value of the component at the start/middle/end of the Effect. A value of
100% means there is no change in Scale Factor.
selected color mixed with 70% of the original color. A value of 0% means there is no change in color.
Simple Effects can be applied to both Simple Objects and Complex Objects.
3.5.2.1 Place
The Place Effect displays an object. This Effect is one Frame long and is indicated by a Frame in the
Timeline.
You can use the Place Effect to move objects that are already displayed by altering the object's properties
in the 'Place Settings' dialog box. To do this, double-click the Place Effect in the Timeline, or right-click the
Place Effect and select 'Properties' from the context Menu. The 'Place Settings' dialog box enables you to
set the position, scale, rotation, alpha, and color of the object as it is revealed. Refer to the Start At tab
Effect Setting for more information.
3.5.2.2 Remove
The Remove Effect hides a visible object. This Effect is one Frame long and is indicated by a Frame in
the Timeline.
3.5.2.3 Move
The Move Effect changes an object's position, scale, rotation, alpha, color, or any combination of these
variables over time.
The 'Move Setting' dialog box is displayed when you first create the Move Effect. It can also be displayed
by double-clicking the Move Effect in the Timeline, or right-clicking the Move Effect and choosing
'Properties' from the context Menu. In the 'Move Settings' dialog box you can set the position, scale,
rotation, alpha, and color of the object you want at the end of the Effect. SWiSH v2 will automatically
generate the Frames in between. See the Motion tab Effect Setting for more information.
3.5.2.4 Fade In
The Fade In Effect fades in by increasing the opacity (or alpha) of the object from completely transparent
(0% alpha) until it is completely opaque (100% alpha).
3.5.2.6 Slide In
The Slide In Effect moves an object from outside the Movie (any corner or side) to its reference position.
The 'Slide Effect' dialog box is represented below. This is displayed when you first create the Slide In
Effect. It can also be displayed by double-clicking the Slide Effect in the Timeline, or right-clicking the Slide
Effect and choosing 'Properties' from the context Menu.
In the illustration below, the object will slide in from the left.
The 'Slide Effect' dialog box is represented below. This is displayed when you first create the Slide Out
Effect. It can also be displayed by double-clicking the Slide Effect in the Timeline, or right-clicking the Slide
Effect and choosing 'Properties' from the context Menu.
In the example below, the object will slide out to the left.
3.5.2.8 Blur
The Blur Effect creates many copies of an object, with each copy having either a progressively increasing
or decreasing alpha value. By changing the position, scale or alpha value of each copy over time, it can
create a motion-blur Effect.
Below is an illustration of the Blur tab in the 'Blur Settings' dialog box. This is displayed when you first
create the Blur Effect. It can also be displayed by double-clicking on a Blur Effect in the Timeline, or right-
clicking on a Blur Effect and choosing 'Properties' from the context Menu.
Blur Mode
Determines the style of the Blur Effect. The styles available are:
· Zoom Blur: duplicates of the object are displayed at progressively larger scales, with smaller alphas.
When the object is blurred in, the duplicates are faded in and squeezed into the size of the original
object. When the object is blurred out, the duplicates are faded out and stretched outward
· Mirror Blur: when the object is blurred, two sets of duplicates are moved away from its
reference position in opposite directions. When the object is brought into focus, two sets of duplicates
are moved towards the reference position from opposite directions. The further away the duplicates are,
the smaller the alpha value
· Slide Blur: duplicates of the object move from the off-screen position defined by the 'Direction' option
(and the Effect Transform) to the object's reference position. Selection of either the 'Invisible' or 'Visible'
radio button determines whether the Effect travels to or from the object's reference position on-screen to
the off-screen point. Each duplicate is displayed with progressively smaller alphas. As the object
approaches its reference position, the duplicates catch-up with the object so they all finish at the same
place.
Blur Amount
Determines how many copies of the object are duplicated to carry out the Blur Effect.
Direction
Controls the direction of squeeze/stretch, moving in/away or slide in/out.
Begin with
Controls the initial state of an object and whether the alpha values are increasing or decreasing in the
Effect (i.e. fading in or fading out). If the 'Invisible' option is selected, the object emerges blurred and
focusses to a sharp, solid object by the end of the Effect. If 'Visible' is selected, the object is sharp and solid
at the beginning, blurring and fading to invisible by the end of the Effect.
Acceleration
Controls the blur speed at the start and at the end of the Effect.
· At Start: accelerates the blur at the start of the Effect
· At End: decelerates the blur at end of the Effect
· Amount: controls the blur speed at the start and at the end of the Effect. A value of zero means no
acceleration. A positive value accelerates at the start or decelerates at the end. A negative value
decelerates at the start or accelerates at the end
The Repeat Frames tab of the 'Repeat Frames Settings' dialog box is represented below. This is displayed
when you first create the Repeat Frames Effect. It can also be displayed by double-clicking on a Repeat
Frames Effect in the Timeline, or right-clicking on a Repeat Frames Effect and choosing 'Properties' from
the context Menu.
Start Frame
Specifies the starting Frame. It can be either an absolute Frame number, or a relative number (if negative).
Number of Frames
Specifies the number of Frames to be repeated from the starting Frame.
Repeat
Specifies how many times to repeat.
The Repeat Frame Effect will not permit the repetition of only part of an Effect. Settings are always
adjusted such that Effects are either entirely included or excluded from the range of Frames.
Complex Effects can be applied to both Simple Objects and Complex Objects. However, when applied to a
Simple Object, the Effect is applied to the object as a whole, because a Simple Object has no components.
3D Effects
· Explode
· 3D Spin
· Vortex
· Typewriter
Revert.
3.5.3.1.1 Transform
The Transform Effect applies a sequence of transforming animations to each component of a
Complex Object.
The Transform Effect can be applied to a Complex Object to introduce each component with the same
animation. By using the settings in the Cascade tab, the component animations can follow one after
another, or overlap. The Transform Effect can be applied forwards or backwards, and can be used to add
or remove components.
See the Transforms tab and Cascade tab for more information.
3.5.3.1.2 Squeeze
The Squeeze Effect squeezes or stretches the components of a Complex Object over time.
The Squeeze Effect can be applied to a Text Object to change the kerning over time. Words can be made
to squeeze inward or stretch outward.
The Squeeze setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is
displayed when you first create the Squeeze Effect. It can also be displayed by double-clicking the
Squeeze Effect in the Timeline, or right-clicking the Squeeze Effect and choosing 'Properties' from the
context Menu.
Direction
Controls the direction of squeezing or stretching.
· --><--: Squeezes/stretches to/from center.
· <-<--<: Squeezes/stretches to/from left.
· >-->->: Squeezes/stretches to/from right.
Note:
· The component (X) and line (Y) spacing factors at Start/Middle/End of the Effect are specified in the
Transforms tab. Using the Y spacing factor, you can squeeze/stretch a multiple-line Complex Object
vertically
· Setting the Direction to center, makes this Squeeze Effect equivalent to the Transform Effect
3.5.3.1.3 Alternate
The Alternate Effect applies alternating proportions and directions of animation to components of a
Complex Object.
The Alternate setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is
displayed when you first create the Alternate Effect. It can also be displayed by double-clicking the
Alternate Effect in the Timeline, or right-clicking the Alternate Effect and choosing 'Properties' from the
context Menu.
To see how this Effect works, imagine a zig-zag line that goes between +100% and -100%, for example,
with a cycle that repeats every four components starting at component position 0. You would get a figure
like that shown below.
The red line represents the amount and direction of Transform applied for each component position. You
can see that component position 0 gets a full 100% of the Transform, component position 1 getss zero,
component position 2 gets -100%, and so on. If the Transform for the Alternate Effect is one that adds 50
pixels to the Y value, then the first Frame of the effect would look like this:
You can see that the first component was moved up by the full 50 pixels, the second component was
Setting the repeat every 'n' components figure to two, for example, would specify a repeating cycle like this:
· maximum (100%) positive direction
· maximum (100%) negative direction.
Start at component
The maximum proportion in the positive direction occurs at this component position in the sequence. The
default is the 0 position (first component), so the first component always get the full amount of the
Transform.
Position/Spacing/Scale/Angle/Alpha/Color
These Transforms can be set in the Transforms tab.
X=Y checkboxes
This option forces the Y value to equal the X value.
For each Transform setting (position, spacing, scale, angle, alpha and color), there are three options:
· All: applies the full amount of the Transform to all components. There is no alternation for this setting
· Opposite: applies the proportion and direction of the Transform depending on the component position
· Same: applies the proportion of the Transform depending on the component position, but always in the
positive direction.
3.5.3.1.4 Snake
The Snake Effect applies wave forms to vary the Transforms for components of a Complex Object over
time.
The Snake setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is displayed
when you first create the Snake Effect. It can also be displayed by double-clicking the Snake Effect in the
Timeline, or right-clicking the Snake Effect and choosing 'Properties' from the context Menu.
By component
When the by component box is checked, the Snake Effect applies to each component in turn, based on its
position within the object. When the option is turned off, the snake applies to all the components at the
same time.
For example, the following images show a 'time-lapse' view of some text moving in a circle. The first image
shows the Effect with the By component option turned on.
The second image shows the Effect with the By component option turned off.
Follow path
When the Follow path option is turned on, the components automatically rotate to follow the path. When it
is turned off, the components maintain their original orientation. Any angle Transform is added on to this
calculated angle.
For example, the following images show a 'time-lapse' view of some text moving in a circle. The first image
shows the Effect with the Follow path option turned on.
The second image shows the effect with the Follow Path option turned off:
Forward
The Forward option moves the components in order. When the option is turned off, the components move
in reverse order, as shown below.
Note: This only has an Effect when the By component option is checked.
For example, the following images show a 'time-lapse' view of some text moving in a circle. The first image
shows the Effect with the Forward option checked.
The second image shows the Effect with the Forward option turned off.
Start straight
When the Start straight option is turned on, components start from their initial positions and gradually move
into the Snake Effect. When unchecked, the Snake Effect starts immediately.
For example, the following images show a 'time-lapse' view of some text moving in a circle. The first image
shows the Effect with the Start straight option turned on.
The second image shows the Effect with the Start Straight option turned off.
Wave
This set of columns has the Wave settings for each Transform. The Wave settings are the waveform itself,
the Period is number of Frames over which the wave repeats its 360 degree cycle, and the Phase is where
the wave starts within its 360 degree cycle.
Waveform
There are nine separate waveforms, plus a Fixed value indicating that no waveform applies.
The following illustrations show the effect of each waveform on the y value of a rectangle.
Saw Up: moves linearly from start to end, then jumps back to start
Saw Down: moves linearly from end to start, then jumps back to end
Pulse: jumps to end value and back at the start of the cycle
Cycles or Period
This is controls the number of Frames it takes for the wave to complete a cycle, or the number of cycles for
the effect duration.
If you specify "Period", then the values in this column is the number of frames per cycle. The larger the
period, the less cycles during the effect and the slower the wave moves. Changing the effect duration does
not change the speed of the effect, only how long it plays.
If you specify "Cycles", then the values in this column are the number of cycles during the effect. The
larger the number of cycles, the longer the period and the faster the wave moves. Changing the effect
duration changes the spped of the effect, not only how long it plays.
Note: Further, if you specify "Cycles", then you can control the speed of animation by adjusting the overall
effect duration. The shorter the duration, the faster the animation.
Phase
This determines where the wave starts in it cycle. A vaue of 0 degrees starts at the start of the cycle, a
value of 180 degrees starts halfway through and so on.
Decay
The parameters in these columns determines how the waveform changes over time.
A (amplitude)
When checked, the amplitude (or strength or range) can decrease toward zero or increase toward the full
value (depending on the direction). When this option is turned off, the amplitude stays the same for the
duration of the Effect.
P (period)
When checked, the period (or wavelength) can decrease toward zero or increase toward the full value
(depending on the direction). When this option is turned off, the period stays the same for the duration of
the Effect.
Halflife
This is the number of Frames it takes for the amplitude or period to halve (or double) its value. The larger
the half-life, the slower the rate of decay.
Direction
This is the direction and (for amplitutde) the final value that the decay takes. The amplitutde can decay
toward (or from) the minimum value, maximum value or halfway between.
X=Y
This option forces the Y value to equal the X value.
Position X/Y
Controls the maximum distance each component moves from its original position. A negative X is left, and
a positive X is right. A negative Y is up and a positive Y is down. A value of 0 means no change in position.
Spacing X/Y
Controls the component(X) / line(Y) spacing factors for the components when the wave is farthest from its
original position. A value of 100% means no change in spacing.
Scale X/Y
The amount by which each component is scaled horizontally/vertically as the wave passes through.
Maximum change in scale will occur when the wave is farthest from its original position. A scale of 100%
means the scale will not be varied. A negative value will shrink the component horizontally/vertically as
wave passes through.
Angle X/Y
The amount by which each component's X/Y axis is rotated as the wave passes through. Maximum change
in angle will occur when the wave is farthest from its original position. An angle of zero means the axis will
not be rotated.
Alpha
The amount by which each component is faded out as the wave passed through. Maximum fade out will
occur when the wave is farthest from its original position. An alpha of 100% means the alpha will not
change. A value of 0% means the component will completely fade out as the wave passes through.
Color
This controls the color Transform for the component when the wave is farthest from its original position.
The component color is calculated by taking the percentage of the selected color and adding the
complementary percentage of the original color. For example, if the given percentage is 30%, the result will
be 30% of the selected color mixed with 70% of the original color. A value of 0% means no change in color.
3.5.3.2.1 Explode
The Explode Effect explodes or implodes the components of a Complex Object.
The Explode Effect can be applied to a Text Object to blow apart the letters of the words. Letters can be
made to spin, change size, fade out and fall to the ground. The strength and speed of the explosion can be
altered, as can the position of the 'bomb'.
The Explode setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is
displayed when you first create the Explode Effect. It can also be displayed by double-clicking the Explode
Effect in the Timeline, or right-clicking the Explode Effect and choosing 'Properties' from the context Menu.
Direction
Specifies an explosion or an implosion.
Bomb
Controls the strength and the position of the explosion.
· Strength of bomb: a value of 1 will produce a slow, weak explosion that is quickly overwhelmed by
gravity. A value of 20 will produce a fast, powerful explosion that blows the fragments off the Movie in a
few Frames. A value of 5-10 is a good approximation for a 'real' explosion
· Random seed: this number is used as a seed for the random number generator. Changing this number
will produce slightly different results. You can keep changing this value until it produces an explosion
that is esthetically pleasing
· Position: this is the center point of the explosion relative to the center of the object. The default is 60
pixels below the center of the object, so the object appears to explode upwards
Gravity
Controls the strength and the direction of gravity.
· Strength: this is the strength of the force pulling the fragments downward. A value of 5 will quickly
overwhelm a moderate-strength explosion. A value of 0.5 will have little effect on a moderate-strength
explosion. A value of 1 is a good approximation for 'real' gravity.
· Direction: controls the direction of gravity. Gravity may pull the fragments up, down, left, right, or any in
any direction.
Transforms
Controls the Transforms applied to components as they move away from the bomb.
· Scale: this controls the scaling applied to components at the Start/End of the Effect. Fragments that
began nearer the bomb will grow faster. A scale value of 100% means the fragments do not change size
· Alpha: this controls the fading applied to components at the Start/End of the Effect. A value of 100%
means the alpha value of the fragments remains unchanged. A value of 0% means the fragments will
fade out completely
· Color: this specifies the color Transform for the components at the Start/End of the Effect. The
component color is calculated by taking the percentage of the selected color and adding the
complementary percentage of the original color. For example, if the given percentage is 30%, the result
will be 30% of the selected color mixed with 70% of the original color. A value of 0% means no change in
color
· Rotation: this controls the amount of rotation applied to components as they move away from the bomb.
The X and Y axis of the fragments are rotated independently (resulting in skewing) unless Uniform is
checked. A rotation value of zero means the fragments will not be rotated
3.5.3.2.2 3D Spin
The 3D Spin Effect spins the components of a Complex Object on the vertical or horizontal axis in 3D
space over time.
The 3D Spin Effect can be applied to a Text Object to change the orientations of the components over
time. Components can be made to face left, top or front at the beginning and turn a specific number of
degrees around the vertical or horizontal axis for the duration of the Effect. The component animations can
follow one after another, or they can overlap. The 3D-Spin Effect can be applied forwards or backwards,
and components can also be scaled and faded.
The 3D Spin setting tab of the 'Effect Settings' dialog box is rperesented below. This dialog box is displayed
when you first create the 3D-Spin Effect. It can also be displayed by double-clicking the 3D Spin Effect in
the Timeline, or right-clicking the 3D Spin Effect and choosing 'Properties' from the context Menu.
Spin Direction
Controls the initial orientations of components.
· Spin forwards: the components are animated forwards from Start Transform to End Transform
· Spin backward: the components are animated backwards from End Transform to Start Transform
Spin Axis
Specifies the direction of the Spin Axis. The amount of rotation around the nominated axis is determined by
the difference in Angle settings.
Transforms
Controls the Transforms applied to components as they spin.
· Angle: specifies the angle the component is rotated around the Spin Axis at the start/end of the Effect.
The value of 0 means the component is face up with no change in angle
· Scale: specifies how much the component is scaled at the start/end of the Effect. A value of 100%
means no change in scale
· Alpha: specifies how much the component is faded at the start/end of the Effect. A value of 100%
means the alpha of the component is unaffected. A value of 0% means the component is completely
faded out
· Color: this specifies the color Transform for the component at start/end of the Effect. The component
color is calculated by taking the percentage of the selected color and adding the complementary
percentage of the original color. For example, if the given percentage is 30%, the result will be 30% of
the selected color mixed with 70% of the original color. A value of 0% means no change in color
·
3.5.3.2.3 Vortex
The Vortex Effect spins the components of a Complex Object in a 3D space and pulls them down into a
gravitation point (or blows them out from a gravitation point) over time.
The Vortex Effect can be applied to a Text Object to attract the components of a text into a gravitation
point (or blows them out from a gravitation point). Components can be made to spin, change size and fade
out. The location of the gravitation point and the midpoint of motion track can be altered. The component
animations can follow one after another, or they can overlap. The Vortex Effect can be applied forwards or
backwards.
The Vortex setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is displayed
when you first create the Vortex Effect. It can also be displayed by double-clicking the Vortex Effect in the
Timeline, or right-clicking the Vortex Effect and choosing 'Properties' from the context Menu.
Direction
Controls the direction of swirling.
· Swirl Outwards: the components of a Complex Object are blown out from a gravitation point over time
· Swirl Inwards: the components of a Complex Object are attracted into a gravitation point over time
Gravitation Point
Specifies the location of the Gravitation point.
· Custom: Gravitation point = (X, Y, Z), where the X axis points left, the Y axis points down, the Z axis
points to the front, 1 unit is equal to 1 pixel and the origin is at the center of the Text Object
· Left: Gravitation point = (left of text - component width/2 + X, Y, Z)
· Right: Gravitation point = (right of text + component width/2 + X, Y, Z)
· Top-Left: Gravitation point = (left of text - component width/2 + X, top of text - component height/2 + Y,
Z)
· Top: Gravitation point = (X, top of text - component height/2 + Y, Z)
· Top-Right: Gravitation point = (right of text + component width/2 + X, top of text - component height/2 +
Y, Z)
· Bottom-Left: Gravitation point = (left of text - component width/2 + X, bottom of text + component
height/2 + Y, Z)
· Bottom: Gravitation point = (X, bottom of text + component height/2 + Y, Z)
· Bottom-Right: Gravitation point = (right of text + component width/2 + X, bottom of text + component
height/2 + Y, Z)
· Current X-Y: Gravitation point = (component's x + X, component's y + Y, Z)
· Current X: Gravitation point = (component's x + X, Y, Z)
· Current Y: Gravitation point = (X, component's y + Y, Z)
Midpoint
Specifies the Midpoint of the motion track.
· Custom: Midpoint = (X, Y, Z)
· Left: Midpoint = (left of text - component width/2 + X, Y, Z)
· Right: Midpoint = (right of text + component width/2 + X, Y, Z)
· Top-Left: Midpoint = (left of text - component width/2 + X, top of text - component height/2 + Y, Z)
Rotation order/Angles
Specifies the order and the Angles to rotate around the Spin Axes during the Effect. For example, if the
order was set to Y-X-Z, the component would first rotate Y degrees around Y axis, then rotate X degrees
around X axis and finally rotate Z degrees around Z axis.
Transforms
Controls the Transforms applied to components as they spin.
· Scale: specifies how much the component is scaled at the start/end of the Effect. A value of 100%
means no change in scale
· Alpha: specifies how much the component is faded at the start/end of the Effect. A value of 100%
means the alpha of the component is unaffected. A value of 0% means the component is completely
faded out
· Color: this specifies the color Transform for the component at start/end of the Effect. The component
color is calculated by taking the percentage of the selected color and adding the complementary
percentage of the original color. For example, if the given percentage is 30%, the result will be 30% of
the selected color mixed with 70% of the original color. A value of 0% means no change in color
3.5.3.3.1 Wave
The Wave Effect applies a rolling wave through the components of a Complex Object.
The Wave Effect can be applied to a Text Object to produce waving banners. The Wave Effect can move
letters up and down or side-to-side. Letters can be rotated to follow the wave, and the scale and alpha of
each letter can be varied at the wave passes through.
The Wave setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is displayed
when you first create the Wave Effect. It can also be displayed by double-clicking the Wave Effect in the
Timeline, or right-clicking the Wave Effect and choosing 'Properties' from the context Menu.
Whole Object
If this option is turned on, the Effect applies to the object as a whole, and not to the individual components.
Direction
Controls the direction of the rolling wave.
· -->-->: the wave begins from the left side
· <--<--: the wave begins from the right side
· --><--: the wave begins from the two sides
· <---->: the wave begins from the center
Period
The number of Frames it takes for one complete wave to pass through a particular component. For
example, say a Text Object contained the letter T. The Period is the number of Frames it takes for the
letter T to move through one complete cycle and return to its original position.
Length
The distance in pixels from the start to the end of the wave. For example, say a Text Object contained the
letter T. If the letter T is in its original position, then a component at the given length to the right will also be
at rest.
+90°
Shifts the phase of the wave by 90°.
No Shift:
Shift by 90°:
X=Y
This option forces the Y value to equal the X value.
Position X/Y
Controls the maximum distance each component moves from its original position. A negative X is left, and
a positive X is right. A negative Y is up and a positive Y is down. A value of 0 means no change in position.
Spacing X/Y
Controls the component(X) / line(Y) spacing factors for the component when the wave is farthest from its
original position. A value of 100% means no change in spacing.
Scale X/Y
The amount by which each component is scaled horizontally/vertically as the wave passes through.
Maximum change in scale will occur when the wave is farthest from its original position. A scale of 100%
means the scale will not be varied. A negative value will shrink the component horizontally/vertically as the
wave passes through.
Angle X/Y
The amount by which each component's X/Y axis is rotated as the wave passes through. Maximum change
in angle will occur when the wave is farthest from its original position. An angle of zero means the axis will
not be rotated.
Alpha
The amount by which each component is faded out as the wave passed through. Maximum fade out will
occur when the wave is farthest from its original position. An alpha of 100% means the alpha will not
varied. A value of 0% means the component is completely faded out as the wave passes through.
Color
This controls the color Transform for the component when the wave is farthest from its original position.
The component color is calculated by taking the percentage of the selected color and adding the
complementary percentage of the original color. For example, if the given percentage is 30%, the result will
be 30% of the selected color mixed with 70% of the original color. A value of 0% means no change in color.
3.5.3.3.2 Typewriter
The Typewriter Effect shows the components of a Complex Object one after another, like someone typing
text onto the screen, with an optional cursor character. The cursor will only appear when you apply the
Typewriter Effect to a Text Object.
The Typewriter setting tab of the 'Effect Settings' dialog box is represented below. This dialog box is
displayed when you first create the Typewriter Effect. It can also be displayed by double-clicking the
Typewriter Effect in the Timeline, or right-clicking the Typewriter Effect and choosing 'Properties' from the
context Menu.
Cursor Character
Lets you choose the cursor character for the Typewriter Effect. Choosing a space will result in no cursor
being displayed. If the Typewriter Effect is being applied to a Text Object, the cursor font will be the same
as the Text Object font.
3.5.3.3.3 Revert
This Revert Effect moves all the components of a Complex Object back to their original positions, scale,
rotation, alpha and color value.
The Revert Effect can be applied to a Text Object to move letters back to their original state after a
Complex Effect has modified the Text Object. For example, a Revert Effect can be applied after an
Explode Effect to restore the original character positions.
3.6 Events
All Actions are triggered by some kind of Event. For Scenes, Events occur when the Movie
reaches a certain Frame. For objects, Events occur when you interact with the object using the mouse,
such as rolling the mouse cursor over the object or clicking on the object.
An Event can trigger more than one Action. For example, when the mouse rolls over an object, the Movie
can be stopped (with a Stop Action) and the browser can be told to load an URL into another Frame (with
the Goto URL Action).
Event properties appear adjacent to the 'Event/Action' tree in the Actions Panel when you select an Event.
More than one Event can trigger the same Action, as shown in the example below.
You can insert a Mouse Event either by going to the Action Panel, selecting an object, and pressing 'Add
Event'.
When you select a Mouse Event for an object, the Mouse Event Properties are shown adjacent to the
'Event/Action' tree in the Actions Panel.
This contains a list of check boxes showing the Mouse Events. You can select a combination of Events,
such as Roll Over and Roll Out, so that the same list of Actions can be performed for different Events. The
Events and their triggers are described below:
· Press: press the left mouse button while the cursor is over the object
· Release: release the left mouse button while the cursor is over the object
· Roll Over: move the mouse cursor from outside the object to over it with no mouse button pressed
· Roll Out: move the mouse cursor from over the object to outside it with no mouse button pressed
· Drag Over: move the mouse cursor from outside the object to over it with the left mouse button pressed
· Drag Out: move the mouse cursor from over the object to outside it with the left mouse button pressed
· Release Outside: release the left mouse button after moving the cursor outside the object.
Note: Due to limitations of the Flash Player, the Play Sound and Stop Sound Action cannot be triggered by
Drag Over, Drag Out or Release Outside Events
In the example below, both Press and Roll Over Actions will send the Movie to Frame zero.
For Actions, other than the Preload Content and Set Label Actions, the Event is triggered just before the
specified Frame is displayed. See the Preload Content and Set Label Actions for information about how
they work.
3.7 Actions
Actions are operations that are triggered by Events.
Actions can alter the playing of the Movie, start or stop sounds, load other Movies or web pages, or
communicate with the hosting browser or player.
Action properties appear adjacent to the 'Event/Action' tree in the Actions Panel when you select an Action.
Frame Actions
· Set Label
· Preload Content
Control Actions
· Play
· Stop
· Goto Frame
Conditional Actions
· If Frame Loaded
· If Near
· If Random
· Else
Dragging Actions
· Start Drag
· Stop Drag
Sprite/Target Actions
· Tell Target
· Set Properties
Sound Actions
· Play Sound
· Stop Sound
· Stop All Sounds
Browser Actions
· Goto URL
· FS Command
· Javascript
· Mailto
The Set Label Action can only be used with a Frame Event . That is, it has to be applied to a particular
Frame of a Scene or Sprite. As with the Preload Content Action, the Frame does not need to be played for
the label to be set.
The advantage of using Frame labels is that you can insert or delete Frames without having to change any
Goto Frame Actions.
Label
This is the name given ot a particular frame. You should ensure that labels are unique within a Sprite or
the main Movie, even if they appear in different Scenes. You can use the same label in different Sprites.
In the example below, we have given Frame 10 the label "Part2". One could then use a Goto Frame Action
elsewhere that jumps to the Frame labeled "Part2".
To preload an object immediately before the Frame with the Preload Content Action, the preload option of
the object has to be set as 'At Preload action'. The preload option can be found in the Export Panel, the
properties dialog box of an image fill style and the sound options dialog box.
Note: There can be more than one Preload Content Action in a Movie. The object to be preloaded will be
defined at the closest Frame with the Action before its first use. For example, if the object to be preloaded
is first used at Frame 18 and two Preload Content Actions are at Frame 10 and Frame 20, the object will
be defined at Frame 10.
Note: The Preload Content action is not required to use content. For example, if a sound has not been
preloaded when a Play Sound Action is encountered, the sound will be automatically downloaded.
3.7.3 Play
Use this Action to play the main Movie or a Sprite. If the Movie or Sprite is stopped, the Play action will
cause it to resume playing from the current frame. If the Movie or Sprite is already playing, then the Play
action will have no effect. Use the Tell Target Action to tell a different Movie or Sprite to start (or resume)
playing. If the
3.7.4 Stop
Use this action to stop the main Movie or a Sprite. If the Movie or Sprite is playing, the Stop action will
cause it to stop. If the Movie or Sprite is already stopped, then the Stop action will have no effect. Use the
Tell Target Action to stop a different Movie or Sprite.
When you use the Goto Frame Action with a Frame Event, the Goto Frame happens before the Frame
containing the Action is displayed.
Note: A Goto Frame Action will have no effect until the Frame it is to go to is loaded
You can use the Tell Target Action to tell another Sprite, or the main Movie, to go to another Frame.
You can specify the Frame you want to go to in one of four different ways:
· by Frame number within a Scene
· by Frame label
· the following Frame
· the previous Frame.
Number
Select the Scene containing the Frame you want to go to. Enter the Frame number (starting from zero) in
the 'Actions' Panel. You can select the Scene directly by name, or use one of the five special Scene
names:
· _THIS_SCENE_
· _FIRST_SCENE_
· _LAST_SCENE_
· _PREV_SCENE_
· _NEXT_SCENE_.
Label
Select the label of the Frame you want to go to. The frame can be anywhere in the current Movie or Sprite.
You do not need to select the Scene containing the labeled Frame. See the Set Label Action.
Next
Prev.
Scene
The Scene selection only appears when you select the Number option (see above). If the Goto Frame
Action is targetting a sprite, then you cannot select a scene, as sprites do not have scenes within them.
Play
When the Play function is turned on (the default setting), the Movie or Sprite will continue playing from the
Frame you specify. If turned off, the Movie or Sprite will display the Frame you specify and then stop.
In the example below, the Movie will jump to Frame 22 of Scene "Scene 1" when the mouse button is
pressed inside the current object. The Movie will keep playing from that Frame after the jump.
You can specify the Frame you want to test for in one of two ways: by Frame number within a Scene, or by
Frame label.
Number
Select the Scene containing the Frame you want to go to. Enter the Frame number (starting from zero) in
the 'Action' Panel. You can select the Scene directly by name, or use one of the five special Scene names:
· _THIS_SCENE_
· _FIRST_SCENE_
· _LAST_SCENE_
· _PREV_SCENE_
· _NEXT_SCENE_.
Label
Select the label of the Frame you want to go to. The Frame can be anywhere in the current Movie or Sprite.
You do not need to select the Scene containing the labeled Frame. See the Set Label Action.
Scene
The Scene selection only appears when you select the 'Number' option (see above).
Not
If you tick the [x] Not checkbox option, then the actions will be carried out only if the frame is not already
loaded. You can also use the Else action in the list of actions to perform to provide an alternative set of
actions when the condition is not met.
In the example below, the SWiSH Movie is instructed to jump to Frame 0 of Scene 2, only when Frame 0
of Scene 2 has been downloaded.
Note: In this case, an If Frame Loaded Action is not strictly necessary, as the Goto Frame Action will not
do anything if the Frame it is to go to is not yet loaded.
3.7.7 If Near
Use this action to perform Actions if the current sprite is near another sprite. You can specify how close the
other sprite has to be in the x and the y direction to be considered 'near'.
Target
Select the sprite whose position you want to compare with the current sprite. See the Tell Target action for
information on selecting sprites.
How Close
Select the the allowable distance in the x and y directions for the other sprite to be considered near.
Note: The distance is taken from the x and y origin coordinate of the sprites. Ths is usually the centre of
the sprite.
In the example below, the sprite will jump to Frame 10 if it's centre is within 10 pixels of the center of the
sprite called "MySprite".
3.7.8 If Dropped On
Use this action to perform Actions if the current sprite is dropped on another sprite when dragging (see the
Start Drag and Stop Drag actions)
Target
Select the sprite that to check for dropping on. See the Tell Target action for information on selecting
sprites.
In the example below, the sprite will jump to Frame 10 if dropped on the sprite called "MySprite".
3.7.9 If Random
Use this action to perform Actions at random. You can specify the chance of the actions being taken as a
percentage propability.
Random Chance
Select the chance that the actions should execute as a percentage probability
In the example below, the sprite will have a 25% chance of jumping to Frame 10
3.7.10 Else
Use this action to mark the start of an alternative set of actions to perform if the condition of the controlling
action (eg. If Frame Loaded or If Near action) is not met.
Locked
When locked, the centre of the sprite follows the mouse, otherwise the sprite will simply follow the mouse
movement
Constrained
When constrained, the sprite stays withint the specified rectangle
Constrain to rectangle
The rectangle within which the sprite is constrained
In the example below, the sprite will start dragging when you press the mouse button on it.
Note: If you put the Press or Release event on the sprite itself, it will be exported as a button an no longer
work as a sprite. Also the dragging actions will then apply to the sprite or movie that contains the sprite
(rather than the sprite itself). Instead, put the mouse events on a button or object inside the sprite.
Note: If you put the Press or Release event on the sprite itself, it will be exported as a button an no longer
work as a sprite. Also the dragging actions will then apply to the sprite or movie that contains the sprite
(rather than the sprite itself). Instead, put the mouse events on a button or object inside the sprite.
Tell Target is useful when you have Sprites or loaded Movies at other levels. It lets Sprites do things to
each other. It also lets the Sprite do things to the main Movie and vice versa.
Note: Sprites that have Mouse Events or are inside a Button State cannot act as targets, even if they have
a name. Also Sprites that are within an unnamed Sprite or a Group can only be referred to from within the
Sprite itself (i.e. from one of the objects inside the Sprite)
Targets can be nested inside other targets. In this case, you need to specify a target by either an absolute
or relative target path. An absolute target path starts with a '/'. A relative target path starts with either the
name of a child Sprite or a '..' to mean the parent Sprite (or Scene). In both cases the path works down (or
up for a '..') through the hierarchy of containing Sprites, with each Sprite name separated by a '/'.
Scene 1
Sprite Tom
Sprite Richard
Sprite Harry
Scene 1 contains two sprites, 'Tom' and 'Harry'. Sprite Tom contains another Sprite 'Richard'.
From within Sprite Tom you could use the following to refer to the other Sprites and Scenes:
In the example below, the Tell Target Action will send "My Sprite" to Frame 0 when the mouse button is
pressed inside the current object.
For any of the seven properties, you can either leave the property unchanged (na), set it to a new value (=),
add (+=) or subtract (-=) a value, or multiply (*=) or divide (/=) by a constant value or by the corresponding
value of another sprite. You can also limit the property value to a maximum or minimum value.
When you select an option other than "na" for a property, and edit box appears where you can enter
· a numeric value
· the name of a sprite (target) whose corresponding property value to use
· rnd(lo,hi) to use a random value between lo and hi inclusive
In the Action Tree, the Set Properties action appears like some JavaScript or Flash ActionScript code.
In the example below, we are telling the sprite "MySprite" to move 10 pixels to the right and 20 pixels up
and rotate by 45 degrees.
When a .swf file is loaded, the [0,0] coordinate of the loaded .swf file is aligned with the [0,0] coordinate of
the movie or sprite into which is it loaded. The [0,0] coordinate of a .swf file is usually the top-left corner.
The [0,0] coordinate inside a sprite is usually the centre. This means if you load a .swf file into a level, the
top-left corner of the loaded .swf file will be aligned with the top-left corner of the movie. If you load a .swf
file into a sprite, then the top-left corner of the loaded .swf file will be aligned with the center of the sprite.
If you are exporting a .swf file from SWiSH, you can specify that the [0,0] coordinate of the movie is in the
centre, rather than the top left. To od this, change the "Offset to suit use as a Movie Clip" option in the
Movie Export Panel.
Movie URL
You can specify an absolute or relative URL of the .swf file to load. If you do not specify an absolute URL
for the .swf file, the Flash Player will assume the relative URLs are based on the URL for the currently open
.swf file. When running in a browser, you can override the base URL using the 'Base' option on the HTML
Export Panel. When playing within SWiSH, or using the File | Test | In Player or File | Test | In Browser
commands, the default folder is the one selected in the Tools | Preferences dialog. If you want to be able to
test the Load Movie action, then you need to ensure that there the .swf files can be found in the selected
folder.
Sprite
You can load the .swf file into the current sprite or scene. The .swf file replaces the previous content of the
sprite, however, the position and size of the sprite, and any effects applied to it will apply to the loaded .swf
instead.
Level
You can specify a level into which to load the .swf file. Movies loaded with higher levels appear in front of
those with lower levels. The Movie that was loaded first is always loaded at the bottom level, level 0. The
Movie at level 0 sets the Frame Rate, background color, and Frame size for all other loaded Movies.
Movies are then stacked in higher numbered levels above the Movie at level 0. You can replace a Movie at
a given level by simply loading another Movie into that level. In particular, you can Chain movies together
by loading another Movie over the current Movie at level 0.
Level
You can specify the Movie level that you want unloaded. Any .swf Movie playing in that level is cleared.
See the Load Movie Action for more information.
Only sounds that have been imported can be selected. Use the 'Import...' or 'Reload' buttons to
import/reload a .wav or .mp3 sound file.
Note: Due to a limitation in the Flash Player, sounds will only play in response to a Frame Event, or to the
Mouse Events, Press, Release, Roll Over or Roll Out. Sounds cannot be played in response to the
Mouse Events, Drag Over, Drag Out or Release Outside.
Note: Due to a limitation in the Flash Player, MP3 sounds must have a sample rate of 11025Hz, 22050Hz
or 44100Hz.
Import...
You can import a sound file into the movie using the 'Import...' button. You can import Windows .wav files
or .mp3 sound files.
Reload
You can reload a previously loaded sound file by selecting the sound in the content tree and using the
'Reload' button. This is useful if the sound file on disk had changed since the last time it was loaded.
Delete
You can delete a sound file from the Movie by selecting it in the 'Content' tree and using the 'Delete' button.
This does not delete the sound from your disk drive, it only removes it from within the .swi file and makes it
no longer available for playing.
Options
You can change options for the playback of a sound by selecting it in the 'Content' tree and using the
'Options' button. This displays the Play Options dialog from, which you can change compression type,
looping, volume and simple effects.
Content tree
The 'Content' tree show you the sound objects that are available for playing in this Movie.
· Compression: specifies the compression method for the sound. The available options are None, ADPCM
and MP3
· Loop sound: specifies how many times the sound will be played. In the example above, the sound called
"chimes.wav" is played 10 times. Due to a limitation in the Flash Player there is no 'infinite loop' option.
If you want your sound to loop for a very long time, enter a large number such as 50,000
· Volume: specifies the volume of the sound for playback as a percentage of the original volume
· Do not play if already playing: lets you stop a sound being triggered multiple times
· Sound effect: specifies simple sound effects, including fading in or out and panning effects
· Preload sound: specifies when the sound is defined in the .swf file. See the discussion on the object
page of the Export Panel for more information
· Play: plays the sound with the current setting
· Stop: stops the currently playing sound. This is useful for a long sound, or a sound with a large number
of loops
In the example below, the sound called "chimes.wav" is played when the movie reaches Frame 10.
The options and limitations are the same as for the Play Sound Action. However, instead of playing the
selected sound, it is stopped.
Note: When playing within SWiSH, Goto URL Actions are not performed.
Movie URL
You can specify an absolute or relative URL of the file to load. If you do not specify an absolute URL for the
file, the Flash Player will assume the relative URLs are based on the URL for the currently open .swf file.
When running in a browser, you can override 'the base URL using the 'Base' option on the HTML
Export Panel.
Target
You can specify an HTML Target Frame to load the file into. This is not the same as a Frame in the SWiSH
Movie, but rather an HTML Frame. You can leave this blank if you do not understand HTML Frames, or
simply want to replace the page that contains the Movie with the specified URL.
In the example below, the browser will load the URL "http://www.swishzone.com" when the mouse button is
pressed inside the current object.
3.7.21 FS Command
Use this Action to send commands to the browser or player.
Command
You can specify the command to enter.
Argument
This provides extra information to the script for the given command.
Note: When playing within SWiSH, FS Command Actions are not performed
AllowScale
True: displays the SWF scaled (not always 100%)
False: SWF is always 100%.
ShowMenu
True: displays the full Flash Menu on right-click (Windows). Displays the full Flash Menu on control click
(Mac)
False: displays "About Shockwave Flash" only (Windows). Greys out the Menu (Macintosh).
FullScreen
Exec
Program Name: executes the specified program. This command is valid for stand-alone projectors only.
Quit
Quits the SWF.
When you use the 'Export HTML' command, SWiSH will add the necessary basic script to the HTML
document when you export the movie. All you have to do is to implement the function at the place marked
as "// ADD YOUR CODE HERE" in the exported HTML document.
In the example below, the Movie will call the embedded script function TestFunction in the HTML document
when the mouse button is pressed inside the current object.
SWiSH will add the following script to the beginning of the HTML document when you export the movie.
Then you can replace "// ADD YOUR CODE HERE" with your own code.
<SCRIPT LANGUAGE="JavaScript">
<!--
// Detect Browser
var InternetExplorer = navigator.appName.indexOf("Microsoft") != -1;
// FSCommand handler for Netscape
function Movie1_DoFSCommand(command, args) {
var Movie1Obj = InternetExplorer ? Movie1 : document.Movie1;
if (command=="TestFunction") {
// ADD YOUR CODE HERE
}
}
//-->
</SCRIPT>
<SCRIPT LANGUAGE="VBScript">
<!--
// FSCommand handler for VBScript and ActiveX
3.7.22 Javascript
Use this Action to directly execute some Javascript.
The javascript can have multiple lines. SWiSH will automatically 'escape' the blanks and newlines etc,
prepends "javascript:", and appends ";void(0);" before sending it to the browser. This means you only have
to include the actual javascript code itself.
Note: When playing within SWiSH or within a stand-alone player, Javascript actions are not performed.
In the example below, the browser will call the specified JavaScript code to display the message "Hello
World" in a dialog box when the mouse button is pressed inside the current object.
3.7.23 Mailto
Use this Action to send email.
When the Mailto Action is executed, the Flash Player will start the default email client. The fields you have
specified will be already filled in. The user can edit any of these or fill in any that are blank and then send
the message.
To
CC
You can put in the email address of the recipient of a copy of the message.
Subject
You can supply a subject line for the message.
Message body
You can supply text for the message.
In the example below, the Movie will allow the user to send an email to support@swishzone.com and a
copy to sales@swishzone.com.
4 User Interface
The SWiSH User Interface is made up of the following components:
· Main Menu
· Toolbox
· Toolbars including the Standard, Insert and Control Toolbars
· Panels including the Timeline, Outline, Layout and Text Panels
· Status Bar.
· View
· Insert
· Modify
· Control
· Tools
· Panels
· Help.
To describe pathways through the Menu system, the '|' character is used to indicate a selection on the next
level of the Menu system.
For example, File | Open... means the command can be accessed by selecting File from the Main Menu
and then Open from the Submenu.
Shortcut keys shown as (key sequence) allow direct access to the command.
For example, File | Open... (Ctrl + O) means the command can also be accessed by pressing the Control
and O keys simultaneously.
Recent files
· Recent Files
4.1.1.1 New
4.1.1.2 Open
You can also use File | Open to create a new SWiSH Movie into which the file you specify imported. To do
this, choose a file with a type and extension that is supported by File | Import.
Note:
· SWiSH cannot open .fla files because it is not a public format
· If you want to open an existing .swf file and do not have the corresponding .swi file, use File | Import to
import it into the current Movie
4.1.1.3 Save
File | Save (Ctrl+S)
Saves the current SWiSH Movie. If it is a new Movie, SWiSH will ask you for a name. There is no need to
type in the .swi extension.
4.1.1.4 Save As
File | Save As...
Saves the current SWiSH Movie under a new name. There is no need to type in the .swi extension.
4.1.1.6 Samples
File | Samples
The Samples Menu contains a list of sample .swi Movies that demonstrate various features of SWiSH.
The following examples are included in the Samples folder to illustrate some of the potential of this new
version of SWiSH. Others will be posted on www.swishzone.com in the future.
Snakes.swi
This example was produced by Roger Onslow to illustrate the many Effect variations possible using the
Snake Effect in SWiSH v2. A study of the settings used in each of these variations will assist you in
understanding what they do. It also includes, as a bonus, Scenes which demonstrate a Radarscope Effect,
and a Spotlight Effect produced with a masked Sprite and three vector objects.
Pseudo3D.swi
This example, produced by Dawn Barrie, also shows some variations on the Snake Effect, but uses the
gradient fill properties of vector objects to show how a pseudo 3D Effect can be produced. It also
demonstrates an Explode Effect applied to a 'sheet of glass' (a group of vector shapes).
Ray of Light.swi
This example was also produced by Dawn Barrie, to illustrate the use of vector shapes and gradient fills to
produce the Effect of light beaming out from, and sweeping across, the letters of a word.
Spritedemo.swi
This example was produced by David Petley to illustrate the use of masked Sprites. An inspection will show
the use of Sprites within Sprites.
Three other examples from SWiSH v1.5 are also included. They illustrate some basic techniques.
Promo.swi
The demonstrates how Text Effects, which include Squeeze, Scale and Wave are simply and effectively
applied.
Preloader.swi
This is a basic preloader. SWiSH v2 provides more preload options than SWiSH v1.5, but this shows the
basics.
Menu.swi
This example shows how easy it can be to apply Mouse Events to Text Objects and, although this only
shows the Goto URL Action, there are many other Actions that can be applied.
4.1.1.7 Import
File | Import...
Imports an external file into the current Scene. SWiSH currently supports the following formats:
Text
· Plain text (*.txt)
Images (raster)
· Windows Bitmap (*.bmp; *.dib)
· GIF Image (*.gif)
· JPEG Image (*.jpg; *.if, *.jpeg)
· PNG Image (*.png)
Graphics (vector)
· Windows Metafile (*.wmf)
· Enhanced Metafile (*.emf)
· Flash Graphics (*.swf)
Animation
· Animated GIF (*.gif)
· Flash Animation (*.swf)
· Flash Projector (*.exe)
Note: When importing a Flash Animation (*.swf) file, SWiSH does not import any sounds, actions, morph
shapes or external video streams, and all clipping (mask) settings are ignored.
Sound
· Wave sounds (*.wav)
· MP3 sounds (*.mp3)
Note: When importing a sound, SWiSH will add a Play Sound action that will play the sound to the current
frame of the current scene or sprite.
Import Frames
The 'Import Frames' dialog box appears when you import an animation. With this dialog box, you can select
the Frames you want to import.
Import background
The background rectangle will be imported if this option is checked.
Import as a Sprite
The selected Frames will be imported as a Sprite if this option is checked. Otherwise, the selected Frames
will be imported as a group of pictures.
Masked
The imported sprite will be masked by the background rectangle if this option is checked.
4.1.1.8 Export
File | Export | SWF... (Ctrl+E)
Exports the current SWiSH Movie to a .swf file. You can import the .swf file into Flash by choosing File |
Import and selecting Files of Type: Flash Player (*.swf, *.spl) on the 'Flash Import' dialog box. See the
tutorial on Importing a SWiSH Movie into Flash .
Note: Once these files have been created, simply upload to your web server (using FTP or similar). That's
it. No other files are necessary to play your SWiSH Movie over the internet
Note: During the export process, the 'SWiSH main application' window will be minimized. The export
process is done in two stages: capturing audio and recording data.
During capturing audio:
· make sure your computer is not running a heavy process as this will affect the quality of the exported
audio
· Do not press the 'Cancel' button and then 'Continue' otherwise the exported audio might be out of
synchrony
Note: You can export to a standalone projector .exe file. Use File | Test | In Player . Then you can select
File | Create Projector from within the Flash Player.
4.1.1.9 Test
File | Test | In Player
Creates a temporary .swf file, launches the Flash Player and plays the current SWiSH Movie in the Flash
Player.
Note: You must have the stand-alone Flash Player installed on your system and .swf files must be
associated with the Flash Player
Note: You can also use this to create a stand-alone projector .exe file. Use File | Test | In Player, then
select File | Create Projector from within the Flash Player.
Note: You must have at least one browser associated with .htm files
4.1.1.11 Close
File | Close (Ctrl+F4)
Closes the current SWiSH Movie. The 'application' window for the current SWiSH Movie will be closed,
unless it is the only 'SWiSH application' window left open, in which case this has the same effect as
File | New. File | Close will never shut down the last 'SWiSH application' window.
4.1.1.12 Exit
File | Exit
Exits the SWiSH application. All 'SWiSH' windows will be closed.
4.1.2.1 Undo
4.1.2.3 Cut
Edit | Cut (Ctrl+X)
Deletes the currently selected object or Effect and copies it to the Clipboard. If no Effect is selected the
object will be copied.
4.1.2.4 Copy
Edit | Copy (Ctrl+C)
Copies the currently selected object or Effect to the Clipboard. The selected object or Effect is not deleted.
If no Effect is selected, the object will be copied.
4.1.2.5 Paste
4.1.2.6 Delete
Edit | Delete (Delete)
Deletes the currently selected object or Effect.
4.1.2.7 Make Instance
Note: The selected Sprite must have a name or must itself be an instance of another Sprite
4.1.2.8 Show
Edit | Show
Shows the selected object(s).
4.1.2.9 Hide
Edit | Hide
Hides the selected object(s). However, hidden objects will still appear when the Movie is played.
Zooming
· Zoom in
· Zoom out
· View at 100%
· Fit Scene in Window
· Fit Objects in Window
Display quality
· Show All Images
· Smooth Edges and Images
4.1.3.1 Preview Frame
View | Preview Frame
'Preview Frame' mode previews the current Frame in the Layout Panel.
In Preview Frame Mode, you can move, scale, rotate and skew objects in Keyframes using
Select/Scale tool and Rotate/Skew tool .
4.1.3.2 Toolbars
View | Toolbars
Shows or hides a specific Toolbar. See the Toolbars topic for a list of Toolbars.
4.1.3.3 Status Bar
View | Status Bar
Shows or hides the Status Bar.
The Status Bar is at the bottom of the SWiSH v2 window and is used to display Help for the selected
command or tool. The Status Bar also displays the estimated file size of the exported .swf file.
Note: The actual file size of the export .swf may be smaller depending on the optimizations selected on the
Export Panel.
4.1.3.4 Rulers
View | Rulers
Shows or hides Rulers in the Layout Panel.
4.1.3.5 Zoom In
View | Zoom In
To increase the zoom factor of the Layout Panel, such that the Movie is displayed 50% larger than its
previous size.
4.1.3.6 Zoom Out
View | Zoom Out
To decrease the zoom factor of the Layout Panel, such that the Movie is displayed at two-thirds its previous
size.
4.1.3.7 View at 100%
View | View at 100%
Views the Movie at its actual size in the Layout Panel.
4.1.3.8 Fit Scene in Window
View | Fit Scene in Window
To fit the entire Scene (stage area) into the Layout Panel.
4.1.3.9 Fit Objects in Window
View | Fit Objects in Window
To fit all selected objects into the Layout Panel. If no object is selected, fit all objects in the Scene into the
Layout Panel.
4.1.3.10 Show Grid
Uncheck this option if SWiSH is taking a long time to redisplay the Layout Panel.
Uncheck this option if SWiSH is taking a long time to redisplay the Layout Panel.
4.1.4 Insert Menu
The Insert Menu enables you to add things to the Movie.
Add Scenes
· Scene
Add objects
· Text
· Button
· Sprite
· Image...
· Content...
· Instance...
Frames
· Insert Frame
· Delete Frame.
4.1.4.1 Scene
Insert | Scene
Inserts a new Scene into the Movie.
4.1.4.2 Text
Insert | Text
Inserts text into the current Scene/ Sprite/ Group. You can edit the text in the Text Panel .
4.1.4.3 Button
Insert | Button
Inserts a button into the current Scene/Sprite/Group.
4.1.4.4 Sprite
Insert | Sprite
Inserts a Sprite into the current Scene/ Sprite/ Group.
4.1.4.5 Image...
Insert | Image...
Inserts an image from an external file into the current Scene/Sprite/Group.
Insert | Content...
Inserts an external file into the current Scene/Sprite/Group.
4.1.4.7 Instance...
Insert | Instance...
Inserts an Instance of a specific Sprite into the current Scene/ Sprite/Group.
An Instance is a clone of a reference Sprite. The contents of the Instance and its reference Sprite are
always consistent. Making changes to the Instance will also change the reference Sprite and vice versa.
4.1.4.8 Effect
Insert | Effect
Inserts an Effect to the selected object at the current Frame. The Submenu has a list of the available
Effects. Some of the effects have a further sub-menu where you can select the basic effect, or one of the
preset effects you have recently used (saved or loaded).
4.1.4.9 Event
Insert | Event
Adds a Mouse Event to the selected object or add a Frame Event to the current Frame. The Event can be
edited in the Actions Panel.
4.1.4.10 Action
Insert | Action
Adds an Action to the current Event handler of the selected object or the current Frame. The Action can be
edited in the Actions Panel.
Note:
· If the selected object does not have any mouse Events, an On Release mouse Event will be added
before inserting the Action
· If the current Frame does not have a Frame Event, an At Frame Event will be added before inserting the
Action
4.1.4.11 Insert Frame
Insert | Insert Frame (F5)
Inserts a new Frame before the current Frame in the Timeline.
4.1.5.1 Grouping
Modify | Grouping | Group (Ctrl+G)
To Group selected objects together. Complex Effects can then be applied to the Group.
Note: Because a Group does not have its own Timeline, SWiSH converts any objects with Effects into
Sprites before grouping
Note:
· If you want to use multiple Text or Shape Objects as a mask, you should group them as a shape
· Objects with Effects/ Events cannot be grouped as a single shape, as you will lose the Effects and
Events. You should manually remove these before grouping if desired
· After grouping as a single shape, the overlapped regions of objects with the same fill style will become
empty. You can use this feature to punch a hole in a shape as shown below
· If you use the merged shape as a mask, any overlapping regions will be empty (see below left). If you
want the overlapping regions to be filled, then check the 'Solid shape with overlap filled' option in the
Shape Panel (see below right). If you use this setting on a shape that is not being used as a mask, then
the shape will always have a solid fill with no outline, regardless of the fill and line styles specified
· After grouping as a single shape, the edges of the object behind are no longer covered by the object in
front, as shown below
4.1.5.2 Convert
Note: The text is converted into shapes according to the text object's Text as shapes setting in the
Export Panel
· Disabled/Colored+Scaled: SWiSH generates separate shape definitions for each combination of font
size or color. Different characters will be represented by the different shapes without using any scale
and color Transform
· Colored: SWiSH generates separate shape definitions for each color, regardless of the font size. The
characters which are only different in scale will be represented by the same shape definition but using
different scale Transforms
· Normalized: Text is converted into shapes. SWiSH generates a single set of shape definitions for each
letter, regardless of the font size of color. Characters that are only different in scale and color will be
represented by the same shape definition, but using different scale and color Transforms
4.1.5.3 Order
Modify | Order | Bring to Front
Moves the selected object in front of all other objects.
4.1.5.4 Transform
Modify | Transform | Rotate 90
Rotates the selected object by 90 degrees.
4.1.5.6 Justification
Modify | Justification | Align Left/Top
Aligns the lines of the selected text to the left/top with ragged right/bottom edge.
4.1.5.7 Appearance
Modify | Appearance | Bold (Ctrl+B)
Makes the selected text bold (toggle).
Play
· Play Movie
· Play Scene
· Play Effect
· Preview Frame
Stop
· Stop
4.1.6.5 Stop
Control | Stop
Stops playing the Movie, Scene or Effect.
4.1.6.6 Step Forward
You can add additional options to the Tools Menu by selecting the Customize option, and then choosing
the Tools tab.
4.1.7.1 Preferences
Tools | Preferences
Opens 'Preferences' dialog boxes for setting options in SWiSH.
Show Formatting
Shows the color and font of text objects in the Outline, Timeline and Text Panels.
Color Selector
Converts the selected color to the nearest websafe color. This may be a color selected from the
Color Selector, the screen or the Windows Color picker.
Background
Sets the background color of the window for areas outside the Movie in the Layout Panel, and empty space
in the Timeline Panel. This uses the Color Selector. Change this setting if you have difficulty seeing
window outlines when you drag a Panel, or if your Movie background is the same color as the workspace
area.
4.1.7.2 Customize
Tools | Customize...
Opens a dialog box to customize the Toolbars and Menus.
4.1.7.2.1 Commands
4.1.7.2.2 Toolbars
To show/hide a Toolbar
1. Select an option from the 'Toolbars' box
2. Tick/Untick the check box to show/hide the selected Toolbar.
4.1.7.2.3 Tools
4.1.7.2.4 Keyboard
4.1.7.2.5 Menu
Note: To remove items from the pop-up Menu, just drag them off
4.1.7.2.6 Options
Large Icons
Select the 'Large Icons' checkbox to display big Toolbar icons.
Look 2000
Select the 'Look 2000' checkbox to enable Windows-2000-style features in the User Interface. This option
has only minimal effects, mainly affecting the style of toolbar handles.
Panel | Timeline
Shows or hides the Timeline Panel.
Panel | Outline
Shows or hides the Outline Panel.
Panel | Movie
Shows or hides the Movie Panel.
Panel | Object
Shows or hides the Object Panel.
Panel | Actions
Shows or hides the Actions Panel.
Panel | Transform
Shows or hides the Transform Panel .
Panel | Color
Shows or hides the Color Panel.
Panel | Export
Shows or hides the Export Panel.
4.2 Toolbars
The Toolbars provide you with quick access to Menu commands and settings. Each Toolbar has a number
of icons on it. These same icons appear with the corresponding Menu item.
You can dock Toolbars on any edge of the 'application' window, or you can float them over the window.
When floated, each Toolbar has a 'Close' button, which hides the Toolbar.
You can move a Toolbar around by dragging it by its title bar or gripper. You can drag it to another edge to
dock it, or drag it elsewhere to have it float over the 'application' window. You can force a Toolbar to float
by holding the Control key while dragging it. You can change the alignment of the Toolbar from horizontal
to vertical, or vice versa, by holding the Shift key while dragging. You can double-click on the gripper of a
docked Toolbar to float it, or double-click on the title of a floating Toolbar to dock it.
You can customise the appearance and content of Toolbars using the Toolbar Submenu and the Customise
command on the View Menu.
4.2.1 Standard
New (Ctrl+N)
Creates a new Swish Movie.
Open (Ctrl+O)
Opens a .swi (Swish Movie) file.
Save (Ctrl+S)
Saves the current Swish Movie.
Cut (Ctrl+X)
Deletes the currently selected object or Effect and copies it to the Clipboard.
Copy (Ctrl+C)
Copies the currently selected object or Effect to the Clipboard.
Paste (Ctrl+V)
Pastes the object or Effect on the Clipboard to the current Swish Movie.
Delete (Delete)
Deletes the currently selected object or Effect.
Bring Forward
Moves the selected object one step closer to the top of the stack of objects.
Send Backward
Moves the selected object one step closer to the bottom of the stack of objects.
Bring to Front
Moves the selected object in front of all other objects.
Send to Back
Moves the selected object to the back of all other objects.
Undo (Ctrl+Z)
To undo the last change made to the current Swish Movie.
Redo (Ctrl+Y)
To redo the last change made to the current Swish Movie.
4.2.2 Insert
Insert Scene
Inserts a new Scene into the Movie.
Insert Text
Inserts a Text Object into the current Scene/Sprite/Group.
Insert Image
Inserts an image from an external file into the current Scene/Sprite/Group.
Insert Content
Inserts an external file into the current Scene/Sprite/Group.
Insert Button
Inserts a button into the current Scene/Sprite/Group.
Insert Sprite
Inserts a Sprite into the current Scene/Sprite/Group.
4.2.3 Control
Stop
Stops playing.
Play
Plays the Movie.
Play Scene
Plays the current Scene only.
Play Effect
Plays the current Effect only.
Rewind
Rewinds to the first Frame in Preview Frame mode.
Step Back
Steps back to the previous Frame in Preview Frame mode.
Preview Frame
Switches to Preview Frame mode to preview the current Frame in the Layout Panel.
Step Forward
Steps forward to the next Frame in Preview Frame mode.
Go to End
4.2.4 Grouping
Group (Ctrl+G)
Groups the selected objects together.
Group as Sprite
Groups the selected objects together as a Sprite.
Group as Shape
Groups the selected texts and shapes together as a single Shape.
Ungroup (Ctrl+U)
Splits a Group/Sprite/merged-shape into separate objects.
Convert to Button
Converts the selected object into a Button.
Convert to Sprite
Converts the selected object into a Sprite.
Convert to Shapes
Converts the selected object into a group of shapes.
Convert to Letters
Converts the selected text into a group of letters.
4.2.5 Export
Test In Browser
Creates temporary .htm and .swf files, launches the default browser and displays the HTML page
containing the Movie in the browser.
Test In Player
Creates a temporary .swf file, launches the Flash Player and plays the Movie in the Flash Player.
4.3 Tools
Tools are modal commands that determine what SWiSH does when you click and drag the mouse on the
workspace. You can select a tool by clicking one of the options in the Toolbox, which is located in the top-
left of the Layout Panel. You can only select one tool at a time.
· Select / Scale
· Rotate / Skew
· Reshape
· Motion Path
· Fill Transform
· Line
· Pencil
· Bezier
· Rectangle / Square
· Ellipse / Circle
· Zoom
· Pan
4.3.1 Select/Scale Tool
Select / Scale
Selects, moves and scales objects on the stage by clicking and dragging.
To Select objects
Click on the object. The selected object has eight resize handles.
Note:
· To select multiple objects, press and hold Shift key while clicking, or drag the cursor to select
surrounded objects (marquee selection)
· To toggle the selection status of an object, press and hold the control key down while clicking
· Double-click the object to display its properties in Object Panel
To move objects
To Scale objects
1. Press and hold the left mouse button on a resize handle
2. Drag the handle to the new position and release the mouse
Note: To maintain the aspect ratio of the object, press and hold Shift key while dragging
Note: In 'Preview Frame' mode, double-clicking on the Scene's background in the 'Layout' window will add
a Move Effect to the selected object. A Motion Path is added from the object's current position to the
position double-click occurred
To select objects
Click on the object. The selected object comes with four rotation handles on the corners and four skew
handles on the edges of its bounding rectangle.
Note:
· To select multiple objects, press and hold SHIFT key while clicking
· To toggle the selection status of an object, press and hold the Control key while clicking
· Double-click on the object to display its properties in Object Panel
To move objects
1. Press and hold the left mouse button on the object
2. Drag the object to the new position and release the mouse
To copy objects
1. Press and hold the left mouse button on the object while holding the Control key
2. Drag a copy of the object to the new position and release the mouse and the Control key
To Rotate/Skew objects
1. Press and hold the left mouse button on a rotation/skew handle
2. Drag the handle to the new angle and release the mouse
Note:
· To constrain the rotation/skew angle to multiples of 15°, press and hold Shift key while dragging
· To round the rotation/skew angle to an integer, press and hold Control key while dragging
· To change the point about which the object rotates, change the alignment using the Transform Panel or
the Alignment submenu of the Modify Menu
Note: In 'Preview Frame' mode, double-clicking on the Scene's background in the 'Layout' window will add
a Move Effect to the selected object. A Motion Path from the object's current position to the position where
the double-click occurred is added
To Select an object
Click on the object. The vertices of the selected object are indicated by square anchors, and the control
points by circular anchors. Vertex anchors are always on the curve, whereas control-point anchors are
usually off the curve. There are either zero, one or two control points associated with each edge, and these
affect the curvature of the edge. The control points are shown joined to the adjacent vertices by a dotted
line.
Note: To constrain the direction from the original position to the new position to multiples of 15°, press and
hold the Shift key while dragging
Note: To constrain the direction from the original position to the new position to multiples of 15°, press and
hold Shift key while dragging
· Cusp: lets you adjust the adjacent control points independently. When the vertex is a cusp, the edges
are still curved, but the corner is not smooth
· Smooth: the adjacent control points are always in the same direction, but can be different distances from
the vertex. The corner at the vertex is smooth
· Symmetrical: the adjacent control points are always in the same direction and are both the same
distance from the vertex
· Sharpen: the edges on either side of the vertex are made straight, thereby removing the associated
control points. This makes the corner sharp
· Remove Anchor: removes the vertex anchor completely
· Linear edge: the edge is straight and does not have any control points
· Quadratic edge: the edge is curved and has one control point
· Cubic edge: the edge is curved and has two control points
· Insert Anchor: adds a new vertex anchor at the mouse position
2. Click at the new position where the object will be displayed for the next Keyframe. In this step, a new
Move Effect will be added into the object's Timeline automatically
Note:
· To constrain the direction from the current position to the new position to multiples of 15°, press and
hold the Shift key while clicking
· To draw a sharp corner path for the next Keyframe, press and hold the Control key while clicking
3. Follow the same procedures mentioned in Select/Scale tool to move/scale the filled gradient or image
displayed
3. Follow the same procedures mentioned in Rotate/Skew tool to rotate/skew the filled gradient or image
To draw a Line
1. Position the mouse pointer to where you want the line to begin
2. Press and hold the left mouse button
3. Drag the mouse pointer to where you want to end the line, and release the mouse
Note: To constrain the line direction to multiples of 15°, press and hold the Shift key while dragging
Note: To draw a closed shape, release the mouse button at the starting point
Note:
· To constrain the tangent direction to multiples of 15°, press and hold the Shift key while dragging
· To draw a closed shape, double-click the left mouse button at the starting point on completion of the
drawing
Note:
· To constrain the direction of the line segment to multiples of 15°, press and hold the Shift key while
moving the mouse pointer
· To draw a polygon, double-click the left mouse button at the starting point on completion of the drawing
To draw a Rectangle
1. Press and hold the left mouse button down (or click and release) at the position you wish to draw a
corner of the rectangle
2. Drag the pointer diagonally to adjust the size of the rectangle
3. Release the mouse button (or click and release) to end the drawing
Note: To draw a square, press and hold the Shift key while dragging
Note:
· To draw a rounded square, press and hold the Shift key while drawing with the 'rectangle' tool
· To constrain the rounded corners of squares to circles, press and hold the Shift key while adjusting the
rounded edge of the corners
· To constrain the rounded corners of rectangles to ellipses, press and hold the Shift key while adjusting
the rounded edge of the corners
4.3.10 Ellipse/Circle Tool
Ellipse
Draws an ellipse or circle.
To draw an Ellipse
1. Press and hold the left mouse button where you wish to position the ellipse
2. Drag the mouse pointer diagonally to adjusting the size of the ellipse
3. Release the mouse button to end the drawing
Note: To draw a circle, press and hold the Shift key while drawing with the 'Ellipse' tool
To Zoom in/out
Click the left mouse button at the position you want to zoom in on.
To Zoom to an area
1. Press and hold the left mouse button at one corner of the area
2. Drag the mouse pointer diagonally to position the other corner of the area
3. Release the mouse button to zoom in
4.4 Panels
Panels are windows that let you control various options and settings.
Each Panel has a 'Close' button and an 'Expand/Contract' button. The 'Close' button will hide the
Panel. The 'Expand/Contract' button is only active when you have two Panels docked side by side on an
edge of the application window. Click on it to expand the Panel to occupy as much space as it can by
shrinking the Panels next to it to their minimum size. If you click on it again, the Panel will contract to its
smallest size allowing room for the other Panels to expand.
You can move a Panel around by dragging it by its title bar or by its tab when grouped into a combined
Panel. You can drag it to another edge to dock it, or drag it onto the title bar or tab bar of another Panel to
form or join a combined Panel, or drag it elsewhere to have it float over the application window. You can
force a Panel to float by holding the Control key while dragging it. You can change the alignment of the
Panel from horizontal to vertical, or vice versa, by holding the Shift key while dragging. You can double-
click on the title or tab of a docked Panel to float it, or double-click on the title of a floating Panel to dock it.
You can turn Panels on and off using the Panel Menu. Some Panels will appear automatically when they
are needed. For example, if you add an Action, the Actions Panel will appear, even if you had previously
turned it off.
By default, the Layout Panel is in the center of the 'SWiSH application' window. The Outline and Timeline
Panels are docked separately and the remainder of the Panels are grouped together and docked.
You can restore panels to their default layout using the 'Reset to Defaults' option on the Panels menu. Also
see the FAQ.
· the workspace
· the Toolbox
· the Zoom Controls.
Scroll bars automatically appear on the right and bottom of the workspace when the entire stage area does
not fit within the 'Layout' Panel. In the picture above, the stage is too wide to fit in the 'Layout' Panel, so a
scroll bar is displayed at the bottom. You can pan the workspace by moving the scroll bars or by using the
Pan tool.
You can choose to display a Ruler at the top and left edges of the workspace. This helps you see x and y
positions in pixels. Use the Rulers option on the View Menu or on the Movie Panel to turn the Rulers on or
off. You can also choose to display a Grid over the workspace. Use the Show Grid option on the View
Menu or on the Movie Panel to turn the Grid display on or off.
The Toolbox
The Toolbox is located along the the top-left edge of the workspace and contains the tools that operate on
the stage/workspace. The selected tool determines what SWiSH does when you click and drag the mouse
on the workspace.
Editing Mode
While in editing mode, you can arrange and edit objects for the current Scene. You can show a context
Menu by right-clicking on an object or an unused area of the workspace. From this Menu you can perform
various operations on the Scene or object. You can also use the Main Menus and Toolbars.
When you are using the Select, Rotate or Reshape tool, you can select an object in the 'Layout' Panel by
clicking on it. To select multiple objects use Shift+Click or Control+Click. You can select an object within a
Group or Sprite using Shift+Control+Click. You can move an object by dragging it. This changes the
reference position of the object.
The object you have selected is displayed with 'handles' around it. Handles are small squares, or circles, at
the bounding edges of the object. You can change the object or its Transform by dragging the handles that
appear around it.
When a drawing tool is active, clicking and dragging will perform whatever action is appropriate for the
selected drawing tool.
When in 'Preview Frame' mode, the handles around the currently selected object are red and a red play
head appears on the Timeline Panel. Any Motion Path for the currently selected object is indicated by a
dotted line. Each dot on the Motion Path line corresponds to the position of the object at a given Frame.
The motion is made up of one of more Effects. The last Frame of each Effect is called a Keyframe, and is
indicated by a larger blue dot in the Motion Path.
Most of the things you can do in editing mode you can also do while in 'Preview Frame' mode. However,
you can only make changes to the current Transform for an object (that is, position, scale, angle, skew,
color or alpha) when a Keyframe is selected in the Timeline Panel. When in 'Preview Frame' mode, you
can edit the Motion settings for the current Effect, rather than the reference position. This means you can
directly edit the Transforms for a given Effect.
If you are using the Motion Path tool, then you can add Move Effects to the Motion Path by simply clicking
the mouse. If you are using the Select, Rotate or Reshape tools, then you can double-click to add to the
Motion Path.
Play Mode
You can view play mode by selecting Play Movie , Play Scene or Play Effect from the Control Menu or
Control Toolbar. This previews the Movie inside the 'Layout' Panel as it would appear on a web page or in
the Flash Player. Play Movie plays all the Scenes of the Movie in sequence. Play Scene plays only the
current Scene. Play Effect starts at the first Frame of the first selected Effect and plays until the last Frame
of the last selected Effect. If you have selected only one Effect, it will play the Frames for that Effect only.
You can also select Play Effect from the 'Effect Settings' dialog box.
If you have checked the 'Loop preview animation' checkbox in the Movie Panel, then the preview will
repeat until you stop it, otherwise it will play once and stop.
You can return to editing or 'Preview Frame' mode by selecting Stop from the Control Menu or
Control Toolbar.
When in play mode, the currently selected object does not show its handles. Right-clicking on the 'Layout'
Panel shows a context Menu with information about the Flash Player, rather than the usual right-click
context Menu. In this case, the 'Layout' Panel effectively become a Flash Player window. Also, you cannot
select objects or drag them about in the 'Layout' Panel.
Select / Scale
Selects, moves and transforms objects by clicking and dragging.
Rotate / Skew
Selects, moves, rotates and skews objects by clicking and dragging.
Reshape
Reshapes objects by clicking and dragging.
Motion Path
Draws a Motion Path by clicking and dragging.
Fill Transform
Transforms the filled gradient or image using 'Select/Scale' and 'Rotate/Skew' tools.
Line
Draws a line.
Pencil
Draws a freehand line.
Bezier
Draws a set of connected Bezier curves or line segments.
Rectangle
Draws a rectangle/square.
Ellipse
Draws an ellipse/circle.
Zoom
Zooms in or out.
Pan
Pans the 'Layout' window by dragging.
Zoom Menu
Displays a pop-up Menu of common zoom factors (25%, 33%, 50%, 66%, 75%, 100%, 150%, 200%, 300%,
400%, 500%)
View at 100%
Views the Movie at its actual size.
Zoom In
Zooms in on the stage by a factor of 1.5.
Zoom Out
Zooms out on the stage by a factor of 2/3.
The 'Outline' Panel has a row of buttons at the top. Below this is the 'Outline' tree. The order of Scenes in
the tree determines the order in which the Scenes are played. The order of objects within a Scene or Sprite
determines the stacking order. Objects higher up in the stacking order appear in front of objects further
down, within the same Scene or Sprite.
Insert
You can insert Scenes and objects using the 'Insert' button. When you click on the button, you are given a
Menu of things you can insert. You can also use the Insert Menu or the Insert Toolbar.
Delete
You can delete the currently selected object(s) or Scene by clicking on the 'Delete' button. If you try to
delete a Scene, SWiSH will ask you to confirm that you want to delete the entire Scene.
Outline Tree
The 'Outline' Tree show the Scenes and objects within the Movie.
Note:
· the Movie name is at the root of the tree
You can select Scenes or objects by clicking on them in the 'Outline' tree. You can also use Shift-Click and
Ctrl-Click for multiple selections.
You can edit the name of the selected Scene or object by clicking on its name or by pressing the F2 key.
For text objects that do not have the 'Has Name' option checked, this will also change the text itself.
You can change the playing order of Scenes or the stacking order of objects by dragging them up and down
within the 'Outline' tree.
You can expand the branch for a Scene, Group or Sprite by clicking on the small plus sign next to its name.
You can display the appropriate Object Panel for an object or Scene by double-clicking on it in the 'Outline'
tree. For Sprites, the Timeline Panel is displayed when you double-click on the Sprite name.
You can display a context Menu of options appropriate for an object or Scene by right-clicking on it in the
'Outline' tree.
You can hide objects in the Layout Panel while in edit or 'Preview Frame' mode by turning off the eye icon
next to its name. Click on the eye icon to toggle between on or off. For Button Objects, you can also
choose to show all the button states simultaneously. Click on the eye icon until it changes to the multiple-
eye icon. You can also use the corresponding commands on the Edit Menu.
The top row shows the Frame Events and corresponding Actions for the Scene. These Actions are
executed when the Movie reaches the Frame that the Action is located. Frame Actions always have a
duration of one Frame, but you can execute more than one Action in a single Frame.
The rows below the Scene row represent the objects in the Scene. The rows are displayed in stacking
order, with the object that is in front of all other objects displayed at the top (just below the scene row), and
the object that is behind all other objects is displayed at the bottom.
Each object row shows the Effects that are applied to that object. Effects may have a duration of one or
more Frames, but only one Effect can be applied to an object at any given Frame.
Note:
· A Scene contains zero Frames until you add an Effect or Action
· If you are editing a Sprite, the 'Timeline' Panel displays the Timeline for the Sprite
Minimize/Maximize
This button toggles the Timeline buttons between maximized (text and icon displayed) and minimized
(icon-only displayed) states.
Timeline control
This is the most complex control in SWiSH, and is the key to combining and co-ordinating animations. The
basic components of the Timeline control are listed below.
Frame Ruler
The Frame Ruler is located at the top of the Timeline and shows the Frame number. It also has markers for
each one-second interval.
Play Head
The Play head also appears on the Frame Ruler when in Preview Frame mode.
Object Labels
Object Labels are used for selecting objects or the Scene or Sprite itself. When Show Formatting is turned
on, the label shows the actual text color and font.
'Up' Button
An 'Up' button will appear above the object list when you are editing the Timeline for a Sprite. It selects the
Sprite or Scene the next level up in the stacking order.
Scene/Sprite Row
The Scene or Srite row is always the top row in the Timeline, although it may not be visible if you have
scrolled down the Timeline control. This is where you can add or edit Frame Events. The corresponding
Frame Action is automatically executed when the Movie reaches the Frame it is placed in.
Object Rows
Objects rows appear are under the Scene Row. They appear in stacking order, the same as in the
Outline Panel. That is, objects at the top of the list will obscure objects at the bottom of the list in the
Layout Panel. This is where Effects can be added, moved or edited.
Current Frame
The current Frame is highlighted. In Preview Frame mode, the red Play head also indicates the current
Frame.
Note: A Frame Action is automatically executed when the Movie reaches the Frame in which it is placed
Adding Effects
You can add Effects either by clicking on the 'Add Effect' button (while an object row is selected) or by
right-clicking on an empty frame in an object row. You can select an Effect to add from the Menu. After you
have added the Effect, SWiSH displays a rectangle with the Effect title and duration in the Timeline and
also displays the Effect Properties dialog box. When you move the mouse over the Action Frame, a
ScreenTip will show you the name of the Effect if it is partially obscured.
Moving Effects
You can move Effects by clicking and dragging the Effect to a new position on the Timeline. You can select
multiple Effects in a single object row and drag them together.
Resizing Effects
Most Effects can be lengthened and shortened by dragging the ends of the Effect in the Timeline.
Note: Some Effects (such as Place and Hide) always only a single Frame in length. Others, like
Typewriter, have their length determined by the Effect settings and the object to which they are applied. In
Deleting Effects
You can delete Effects either by selecting them and then pressing the 'Delete Effect' button, or by right-
clicking on an Effect and choosing Delete from the context Menu.
Previewing Effects
You can preview Effects by right-clicking on the Effect and selecting Play Effect from the context Menu, or
by using the Control Menu or Toolbar, or by clicking on the Play Effect button on the top of the
Effect Properties dialog box. You can stop the preview by selecting the Stop option on the Control menu or
Toolbar.
Frame Rate
Lets you change the speed of the Movie in Frames per second. The greater the number of Frames per
second, the faster the animation will play. The Frame Rate represents an upper limit, as the rate may be
slower than you specify, depending on the amount of animation happening and the options for loading
content. The default setting is 12 Frames per second.
Bgnd Color
Lets you change the background color of the Movie using the Color Selector. There is no alpha value for
this color selection. This color is also used as the player background color when you export to HTML
(unless you manually edit the HTML code). The default colour is white.
Show/Hide Grids
Shows or hides a Grid over the stage area. The colour of the Grid can be specified along with the Grid
spacing. The default setting is to have no Grid.
Snap to Grid
Snaps object handles and locations to the nearest Grid line. This helps you obtain consistent sizes for and
positions of objects. The snapping occurs regardless of whether the Grid is visible or not. The default
setting is to have Snap to Grid turned off.
Show/Hide Rulers
Shows (or hides) Rulers along top and left sides of the stage. The default setting is to have Rulers hidden.
Grid Color
Allows you select the color for the Grid lines when displayed using the Color Selector. There is no alpha
value available for this color selection. The default colour is grey.
The content and title of this Panel change depending on what object (if any) you have selected.
Name
This is the name of the button that appears in the Outline Panel.
Track as menu
Button tracking refers to how a button behaves as it tracks the movement of the mouse. A Button Object
can track the mouse in one of two modes:
· as a push button
· as a Menu.
The default setting to track as a push button (i.e. Track as menu turned off).
If the button is tracking as a push button (i.e. Track as Menu is turned off) and, while playing a Scene or
Sprite, you click the button, all mouse movement Events are directed to the push button until the mouse
button is released. This is called 'capturing' the mouse. For example, if you click a push button and drag
outside the button (without releasing) the button changes to the Over state, and the pointer remains a hand
cursor.
If the button is tracking as a Menu, then the mouse is not captured when you click on the button. If you click
on a Menu button and drag outside, the button changes to the Up state, and the pointer reverts to an arrow
cursor.
Note: You will also see the 'Group' Panel when you select one of the button states. In this case, you cannot
change the name of the button state
Name
This is the name of the Group that appears in the Outline Panel.
Name
This is the name of the Scene that appears in the Outline Panel. It can also be used to identify the Scene
in Goto Frame Actions
Note: If you click on an object in the Scene that has an event handler for On Release, this will override the
Scene Link
Background Color
This lets you change the background color for the current Scene using the Color Selector. If you use an
alpha value of less than 100%, you can tint the Movie background color. If you use an alpha value of 0%
(transparent is the default setting), the Scene will have the same color as the Movie default.
Name
This is the name of the shape that appears in the Outline Panel.
Line style
You can select from a number of line styles for the line around the outside of the shape. The default style is
solid. If you do not want a line around the outside of the shape, select None from the Menu.
If you choose the custom option, then you can directly define the line style using the 'Custom Line Style'
dialog box. This allows you to define the line style by a combination of minus signs and spaces. The
window at the bottom of the dialog box shows you a preview of what the line style looks like. When you
have the line style you want, press the 'OK' button.
Line thickness
You can change the thickness of the line around the outside of the shape (if any). The default thickness is
1.
Line color
You can change the color of the line around the outside of the shape (if any) using the Color Selector. The
Fill style
You can select the fill style of a shape from a number of styles. The default setting is solid, though if you
want the interior to be hollow, select 'None' from the Menu.
· Solid: uses a single color, which may have a degree of transparency (alpha value). Click on the 'Fill
Control' or colored button to change the color using the Color Selector
· Linear gradient: uses a smooth change in colors in straight bands across the shape. The Fill Control lets
you change the colors in the gradient (see below)
· Radial gradient: uses a smooth change in colors in circular bands across the shape. The Fill Control lets
you change the colors in the gradient (see below)
· Tiled image: uses a bitmap image to fill the shape. If the image is too small to fill the shape completely,
then the image is tiled. Click on the Fill Control to select an image
· Clipped image: uses a bitmap image to fill the shape. If the image is too small to fill the shape
completely, then the outside pixels are stretched. Click on the Fill Control to select an image
The controls are the same as for the Transform Panel . However, in this case, the Transform applies to the
fill pattern within the shape, rather than the shape within the Scene. You can also visually edit the fill
Transform using the Fill Transform tool.
For image fills the title bar shows you the size in pixels and color depth of the image. The dialog box looks
like this:
There are several extra controls at the bottom right hand corner of the 'Image Fill' dialog box:
· The 'Always Fit' checkbox lets you automatically set up the fill Transform so that the fill will always fit the
shape while reshaping
· When the 'No Smooth' setting is checked, the bitmap that have been resized will never be smoothed.
This can result in a clearer image in some cases, as smoothing can blur images
· There are two types of image compression for SWF files. ZIP compression is 'lossless' compression,
which means compression does not change the image quality or alter the image content. It uses the
same compression as .zip files. You cannot control the compression ratio. It gives similar results to .gif
or .png compression. JPEG compression is 'lossy' compression, which means image quality is reduced
during compression. You can control the compression indirectly using the Quality setting. This is the
same compression that JPEG files use
· If you have selected JPEG compression, you can decide whether to use the existing JPEG compression
of your imported image, or have SWiSH recompress the image itself to the quality level you select.
Some images must be recompressed because they use progressive JPEG encoding, which will crash
the Flash Player if not recompressed, or because the original file is not JPEG compressed
· If you have selected JPEG compression and have selected to recompress the JPEG image, you can
specify the image quality. The higher the value, the better the image quality, the larger the files size and
the less compression. The quality is not directly related to the compression ratio
· The 'Transparency' checkbox is only available for opaque images. When the 'Transparency' setting is
checked, you can make the specific color from the image transparent. The 'Tolerance' setting controls
how similar to the specified color the pixel must be before it is changed to transparent. The valid
tolerance setting is between 0 and 255. At low settings, the colors must be close. At higher settings the
tolerance is greater, so more pixels are made transparent
· The 'Preload image' function lets you select where you want the image definition to appear in the .swf
file. See the Export Panel for more information.
Fill control
The fill control changes depending on the fill style you have selected.
For solid fills, the control shows you the fill color. Click on the colored 'Fill control' button to select a
different color.
For gradient fills, the control shows you the gradient. Click to place new colors onto the gradient. Click on a
triangular colored handle to change the corresponding color using the Color Selector. Drag the handles
along the gradient to adjust their positions. Drag the triangular colored handles completely off the bar to
delete them.
For image fills, the control shows you the image. Click on the control to select and load a new image file.
Double click on the image to reload the current image file.
Note: There is a bug in Flash, such that it will crash when trying to import a .swf file that has the 'Solid
shape with overlap filled' option turned on for any shape
Name
The name of the Sprite appears in the Outline Panel. It can also be used to identify the Sprite in the
Tell Target Action or when making or inserting a new Instance.
Instance of
An Instance is a clone of a reference Sprite. Whenever you make a change to either the reference Sprite or
the Instance, the other is automatically updated so that they remain the same. The Instance and reference
Sprite can have their own independent settings for name, background and so on, and have their own
Effects and Events.
Background
This property lets you select how you would like the background image of the Sprite to appear when you
expand it for editing. This option reminds you that you are editing the contents of a Sprite, rather than the
content of a main Movie Scene. The settings do not affect the appearance of the Sprite when it is not being
edited. The default setting for this function is a single color.
Background Color
This lets you change the background color for the Sprite using the Color Selector. If you use an alpha value
of less than 100%, you can tint the Movie background color. If you use an alpha value of 0% (the default),
the Scene will have the same color as the Movie default.
Loop
When checked, the Sprite will play continuously as long as it is placed. Otherwise it will play once and stop
at the last Frame. The default setting is to have the loop option turned on.
Masked
When checked, the object in the bottom-most layer of the Sprite becomes the mask shape. This object
must be a single shape or text object, otherwise masking will not work. The rest of the Sprite content will
only be visible where the mask shape is filled. Any Sprite content outside the mask shape is invisible. The
default setting is to have the masking option turned off.
Note: You can only specify a single font, style and color for a Text Object. You cannot mix colors or styles
in the one Text Object
Font Selection
You are able to choose the font for the current Text Object. Only TrueType and Postscript fonts can be
used with SWiSH. The pull-down Menu lists all the TrueType and Postscript fonts installed on your
computer. When the pull-down list is activated, a window appears next to the current selection showing you
what the font looks like.
Font Size
Lets you choose the size of the font (in points) for the current Text Object. You may select the size from the
drop-down list of preset sizes, or type the size into the available space.
Text Flow
Lets you select the direction of the text flow. The available directions are:
Justification
Lets you set the text justification to left/top, right/bottom, centered or both sides. This only applies when you
have multiple lines of text. The default setting is centered text. For a single line of text, the text always fills
the bounding box.
Text window
Thr text window is the large window in the middle of the Panel, where text is entered and edited. New lines
can be added by pressing the Enter key. Changes in the text window are updated in the Layout Panel as
you type. If you have the Show Formatting option enabled (in Tools Preferences), then the text in the
windows will be displayed in the font and color you have chosen. However, the font size remains
unchanged so that the text does not become too large or small to be legible. The word "text" is the default
setting.
Has Name
This option allows you to name the Text Object irrespective of the the text itself. By default the name of a
Text Object is the text itself. When you check this option, an edit box appears next to the 'Has Name'
checkbox where you can enter the name. The name of a Text Object appears in the Outline and Timeline
Panels. The default setting is to have this function turned off.
Kerning
The Kerning control adjusts the horizontal distance between characters in a word. A negative number will
move the characters closer together, while a positive number will move the characters further apart. A
value of zero (the default setting) resets the kerning to the standard distances defined by the font.
Leading
The Leading control adjusts the vertical distance between lines in a multi-line Text Object. A negative
number will move the lines closer together, while a positive number will move the lines further apart. A
value of zero (the default setting) resets the leading to the standard distance defined by the font.
When you select an Event or Action in the 'Event/Action' tree, the adjacent area shows the properties of the
selected Action or Event. In the picture above, the bottom section of the Panel shows the properties of the
currently selected Goto Frame Action .
Add Event/Action
This button adds a new Event or Action. Depending on what you have selected in the 'Event/Action' tree,
you can add either an Event or an Action at any stage. The button automatically changes its label and
behavior accordingly.
When the 'Event/Action' tree is empty, or if you have selected an existing Event that already has Actions,
then the Panel will provide the 'Add Event' button. Click on the button will reveal a Menu of available
Events.
If you select an Event that does not yet have any Actions, or if you select an existing Action, the Panel will
provide the 'Add Action' button. If you click on the button, you will see a Menu of available Actions.
Select one to add a new Action to the current Event, or as a child of a Tell Target or If Frame Loaded
Action.
Delete Event/Action
You can delete Events and Actions by selecting them in the 'Event/Action' tree and then clicking on the
'Delete' button. If you delete an Event, its associated Actions will also be deleted. Similarly, if you delete a
Tell Target or If Frame Loaded Action, its child Actions will also be deleted.
Up/Down
You can change the order of Events and Actions using the 'Up' and 'Down' arrow buttons. However,
changing Event order has little practical use.
Event/Action tree
This shows the Events and Actions for the currently selected Scene or object. Events are shown at the root
of the tree, and Actions are shown as children of Events. The Tell Target and If Frame Loaded Actions can
also have child Actions.
Alignment
This feature allows you to specify which part of the object will be the alignment point. For example, if you
select Top left from the pull-down list, the X and Y position will refer to the top-left corner of the Text
Object. The alignment point is indicated by a small cross (x) in the 'Layout' Panel. The alignment point also
serves as the center of rotation when using the Rotate/Skew Tool. The default setting is for the center of
the object to be the alignment point.
X and Y position
These boxes provide the X,Y coordinates of the object's alignment point. The alignment point can be the
center (default) of the object or any corner or side.
Reset button
You can reset the scale factors to 100% and the angles of rotation to 0 degrees by pressing the 'Reset'
button.
Scale or Reshape
If you select "Reshape" (the default setting), you can resize a shape without changing its line width. If you
select "Scale", the line width will be scaled with the object. This option is only available for shapes and only
when you are not in Preview Frame mode, if you are in Preview Frame mode it will always scale.
The options available depend on the selections you make from the pull-down lists.
Alpha control
1. Unchanged: the alpha (transparency) value for the selected object is unchanged
2. Transparent: sets the alpha value to 0%, making the object completely transparent
3. Custom: you can specify the alpha value as a percentage of the current value.
A value of 0% will make the object transparent. A value of 100% will leave the alpha unchanged. A
value higher than 100% will make any transparent areas of the object more opaque.
4. Advanced: you can specify the new alpha value by taking a percentage of the current alpha value and
adding a value to the result.
For example, setting the percentage to 0% and adding 100% will mlake the object 100% Opaque
Color control
The selected color is mixed with the original color of the object. The alpha value of the selected color
gives the proportion of the selected color to mix. If the alpha value of the selected color is 0%, then the
color of the object is unchanged; if the alpha is 100%, then the colour of the object is completely
replaced by the selected color; if, for example, you select a color with an alpha of 30%, then the new
color will be a mix of 30% of the selected colour with 70% of the original color. Select the color by
clicking on the color button to the right of the 'Color' Panel
5. Advanced: you specify the red, green and blue components individually.
For each one, you specify the new value by taking a percentage of the current value and adding a value
to the result. For example, you might set the red component to 255, reduce the green component to
50%, and leave the blue component unchanged
The content of the 'Export' Panel changes depending on what you select in the 'Show export options for'
box. The image above shows the HTML options.
When you export a Movie using File | Export | HTML, SWiSH generates both .swf and .htm files. The
options displayed above pertain to the .htm file.
Size 100%
Scales the Movie scale to occupy the entire html page. It sets the width and height values of the Object and
Embed tags to 100%. When turned off (the default setting), the width and height are set from the Movie
size (or stage).
Loop
Repeats the Movie from the beginning when it reaches the last Frame. It sets the Loop value of the Object
and Embed tags to True. Deselecting this option stops the Movie when it reaches the last Frame. Loop is
checked by default.
Menu
This option makes a shortcut Menu available to users when they right-click (Windows) or Command-click
(Macintosh) on the Movie. It sets the Menu value of the Object and Embed tags to True. Deselect the Show
Menu option if you want About Flash to be the only available option in the shortcut Menu. The Menu option
is checked by default.
Base
Specifies the Base directory or URL to resolve any relative path names in your Movie. It sets the Base
value of the Object and Embed tags.
Quality
Sets the level of anti-aliasing performed, and hence the smoothness of objects when playing a Movie. It
sets the Quality value of the Object and Embed tags. Because anti-aliasing requires a faster processor to
smooth each Frame of the Movie before it is rendered on the viewer's screen, the Quality parameter
assigns priorities to appearance and playback speed. The priority options are as follows:
· Low: prioritizes playback speed over appearance. With this setting, anti-aliasing is never used
· Autolow: emphasizes speed at first, but improves appearance whenever possible. Playback begins with
anti-aliasing turned off. If the Flash player detects that the processor can handle it, anti-aliasing is turned
on
· Autohigh: emphasizes playback speed and appearance equally at first, but sacrifices appearance for the
sake of playback speed if necessary. Playback begins with anti-aliasing turned on. If the actual Frame
Rate drops below the specified Frame Rate, anti-aliasing is turned off to improve playback speed. Use
this setting to emulate the 'View > Antialias' setting in Flash
· High: prioritizes appearance over playback speed. With this setting, anti-aliasing is always used. If the
Movie does not contain animation, bitmaps are smoothed; if there is animation, bitmaps are not
smoothed. High is the default setting
· Best: provides the best display quality and does not consider playback speed. All output is anti-aliased
and all bitmaps are smoothed.
Scale
Defines how the Movie is placed within the boundaries of the 'Browser' window. It sets the Scale value of
the Object and Embed tags.
These settings are used if you use a width and height that are different from the Movie's original size (for
example, if you choose the Size 100% option). The available settings are as follows:
· Show all: makes the entire Movie visible in the specified area. The original aspect ratio of the Movie is
maintained, and no distortion occurs. Borders may appear on two sides of the movie. This is the default
setting
· No Border: scales the Movie to fill the specified area. The original aspect ratio of the Movie is
maintained, and no distortion occurs. Portions of the Movie may be cropped
· Exact Fit: makes the entire Movie visible in the specified area. However, no attempt is made to preserve
the original aspect ratio, and distortion may occur.
Align Movie
Determines how the Movie is placed within the 'Movie' window and, if it must be cropped to fit that window,
how it is cropped. It sets the Salign value of the Object and Embed tags. The 'Salign Movie' options are as
follows:
· Default: displays the Movie centered in the 'Movie' window. All edges might be cropped if the 'Movie'
window is smaller than the Movie
· Left: aligns the Movie along the left edge of the 'Movie' window and crops the top, bottom, and right
sides as necessary
· Right: aligns the Movie along the right edge of the 'Movie' window and crops the top, bottom, and left
sides as necessary
· Top: aligns the Movie along the top edge of the 'Movie' window and crops the bottom, left, and right
sides as necessary
· Bottom: aligns the Movie along the bottom edge of the 'Movie' window and crops the top, left, and right
sides as necessary
· Top Left: aligns the Movie along the top and left edges of the 'Movie' window and crops the bottom and
right sides as necessary
· Top Right: aligns the Movie along the top and right edges of the 'Movie' window and crops the top and
left sides as necessary
· Bottom Left: aligns the Movie along the bottom and left edges of the 'Movie' window and crops the top
and right sides as necessary
· Bottom Right: aligns the Movie along the bottom and right edges of the 'Movie' window and crops the
top and left sides as necessary.
Align Window
Determines how the Flash Player 'Movie' window is positioned within the 'Browser' window. It sets the Align
value of the Object and Embed tags. The 'Align Window' options are as follows:
· Default: centers the Movie along within the 'Browser' window and crops the top, bottom, left, and right
sides as necessary
· Left: aligns the Movie along the left edge of the 'Browser' window and crops the top, bottom, and right
sides as necessary
· Right: aligns the Movie along the right edge of the 'Browser' window and crops the top, bottom, and left
sides as necessary
· Top: aligns the Movie along the top edge of the 'Browser' window and crops the bottom, left, and right
sides as necessary
· Bottom: aligns the Movie along the bottom edge of the 'Browser' window and crops the top, left, and
right sides as necessary.
Window Mode
Lets you take advantage of the transparent Movie, absolute positioning, and layering capabilities available
in Internet Explorer 4.0 (or later). This option works only in the Windows version of Internet Explorer with
the Flash Active X control. It sets the WMode value of the Object and Embed tags. The settings are as
follows:
· Window: plays the Movie in its own rectangular window on a web page. This setting normally provides
the fastest animation performance and is the default setting
· Opaque: use this setting if you want to move elements behind Flash movies (for example, with dynamic
HTML) and don't want them to show through
· Transparent: use this setting to make the background of the HTML page on which the Movie is
embedded show through all the transparent portions of the Movie. Animation performance might be
slower when you use this setting.
When you export a Movie using File | Export | SWF, SWiSH generates a .swf file. When you export a
Movie using File | Export | HTML, SWiSH generates both .swf and .htm files. The options shown above
pertain to the .swf file.
Preload Content
This is the value for Preload Content that all Scenes in the Movie will use. You can override the value for
individual Scenes or objects. The default setting is At Preload Action. See the Object Export Options for
more information about Preload Content options.
Share Fonts
This sets the default value for Share Fonts for all Scenes in the Movie. However, individual Scenes or Text
Objects can override these defaults. The default setting is Across Movie. See the Object Export Options for
more information about Share Font options.
Text as Shapes
This sets the default value for Text as Shapes for all Scenes in the Movie. However, individual Scenes or
Text Objects can override these defaults. The default setting is to have this option disabled. See the
Object Export Options for more information about Text as Shapes options.
The bottom section of the Panel shows the settings for the Movie itself.
to have this option turned off. See Importing a Swish Movie into Flash.
Note: There is a bug in the import option in Flash that will resut in errors in SWF publishing from Flash if
you import a SWF file from SWISH with the "Mask off-stage objects" option turned on. If you intend to
import a SWF into Flash, then leave this option off. This does not apply if you are using Load Movie to
load a SWF into another SWF.
Note: There is a bug in Flash where it will crash when trying to import a SWF files with this information
removed. This acts as some protection for your SWF file.
Preload Content
This sets the default value for Preload content for all objects in the Scene. However, individual objects can
override these defaults. The default setting is Movie default. See the Object Export Options for more
information about Preload Content options.
Share Fonts
This sets the default value for Share Fonts for all objects in the Scene. However, individual objects can
override these defaults. The default setting is Movie default. See the Object Export Options for more
information about Share Font options.
Text as Shapes
This sets the default value for Text as Shapes for all objects in the Scene. However, individual objects can
override these defaults. The default setting is Movie default. See the Object Export Options for more
information about Text as Shapes options.
Preload content
This option determines where object definitions are written to the .swf file. By grouping definitions, you can
avoid delays or jerkiness while the Movie is playing. The Preload content options are as follows:
· Disabled: definitions are written out at the Frame where the object is first placed. If the definition is large
because you have a large object or block of text, or if the connection speed is slow, this could introduce
a short delay or jerk in the playback
· Before Scene: definitions are grouped together at the start of the Scene. This may mean a short delay
before the Scene starts playing, but such delays are generally less noticeable than those that occur
while the Scene is playing
· Before Movie: definitions are grouped together before the first Frame of the Movie. This can mean a
delay before the Movie begins to play
· At Preload Action: you can add a Preload Content Action as a Scene Event. This acts as a marker for
where you would like definitions to appear. Any objects before the first Preload Content option are
treated as though Preload content was disabled
· Scene default: the value for this setting is taken from the default defined for the Scene, and is not
overridden here. This is the default and unless you change Scene and Movie settings the effective value
will be the same as the At Preload Action setting.
Share Fonts
Font definitions in a .swf file define the shapes for characters. To save space, only the actual characters
used appear in font definitions. This setting lets you specify where font definitions are written out and what
they contain. Unless you particularly want to override the default setting for the Scene, you should leave
the setting as 'Scene Default'. The possible values for this setting are:
· Disabled: a separate font definition is written out for each Text Object for the characters used in that text
object only
· Across Scene: font definitions are written out at the start of the Scene that include all the characters
used in the Scene. This saves space by combining multiple fonts
· Across Movie: font definitions are written out at the start of the first Scene found that has any Text
Objects with Share fonts set to Across Movie. These definitions include all the characters used in the
Movie
· Scene default: The value for this setting is taken from the default defined for the Scene, and is not
overridden here. This is the default and unless you change Scene and Movie settings the effective value
will be the same as the Across Movie setting.
However, in all cases, if a font has already been defined that includes all the necessary characters, the
existing font definition is used. In general, an effective value for the Across Movie setting will result in the
smallest .swf size. However, it may mean that there is a delay at the start of the Movie when fonts are
defined. This can be a problem if you are using a preloader. In this case, it is common to use Across Scene
as the default for the preloader Scene, and Across Movie as the default for subsequent Scenes.
Text as Shapes
This option lets you export the characters of the Text Object as individual shapes rather than as fonts and
text. This should make no difference visually. However, if you later import the .swf file, you cannot edit any
text that has Text as shapes enabled. You may also need to use this option if your text does not appear in
the correct font when importing it into another application, such as Flash. The possible values for this
setting are:
· Disabled: text is not exported as shapes, but rather is exported as font definitions and text records. If
Complex Effects are used, then SWiSH will automatically define the text as individual objects for each
character, so the characters can be animated individually
· Colored + Scaled: text is converted into shapes. SWiSH generates separate shape definitions for each
combination of font size or color
· Colored: text is converted into shapes. SWiSH generates separate shape definitions for each color,
regardless of the font size
· Normalized: text is converted into shapes. SWiSH generates a single set of shape definitions for each
letter, regardless of the font size of color
· Scene default: the value for this setting is taken from the default defined for the Scene, and is not
overridden here. This is the default and unless you change Scene and Movie settings the effective value
will be the same as the Disabled setting.
If you need to define text as shape, the most efficient setting will depend on the variety of letters, fonts, font
sizes and colors that you use. You should experiment with the settings for each individual Movie to get the
smallest possible .swf size.
AVI export automatically rounds up the width to the closest number divisible by four. This is required for
most types of compression. All action script in the scene and tell target action script will be disabled.
Width
Sets the width of the exported .avi file. This value will be neglected if you choose to use Movie size.
Height
Sets the height of the exported .avi file. This value will be neglected if you choose to use Movie size.
Height will automatically be calculated from Width if you choose Lock Aspect Ratio.
Setup Compression
Click this button to open up the 'Setup Compressor for AVI Export' dialog box to choose the available
compression types and their attributes.
Compressor
Choose your desired compression type here. Different compression types will produce different .avi file
quality and size. When choosing compression type, make sure the people who are going to view your .avi
file also have that compression type available. The most common one is Cinepak Codec by Radius, which
Some compression types are not available for a certain color depth. If you can't find your desired
compression type, try changing your screen color depth before clicking on this button.
Compression Quality
Set this value to adjust the image quality of your .avi file. The better the quality, the bigger the file size. The
default setting is 50%. Some compression types do not let you adjust Compression Quality.
Key Frame
This sets how many frames appart the AVI exporter needs to set Keyframes. Smaller gaps between
Keyframes will produce better, but bigger .avi files. Some compression types do not let you adjust Key
Frame. The default setting is to have this option turned on with a Keyframe inserted every 15 Frames.
Uncheck this to use a compression-type-specific default value for Data Rate.
Data Rate
This sets the Data Rate of your .avi file. Smaller values will produce smaller .avi files, but worse quality
than higher values. Some compression types do not let you adjust Data Rate. The default setting is to have
this option turned on with a Data Rate figure of 10 KB/sec. Uncheck this option to use a compression-type-
specific default value for Data Rate.
Configure
Click this button to adjust a compression-type-specific setting. Different compression types will have
different settings.
You can save and reuse Effect Settings. Effect Settings are written to sub-folders of the SWiSH folder on
your hard disk. There is one folder of Effect Settings for each of the SWiSH Effects.
Name
Specifies the name of the Effect. This name appears on the Timeline.
Load
Loads predefined Effect Settings from the corresponding Effect folder on disk.
Save
Saves the current Effect Settings to the corresponding Effect folder on disk.
Organize
To Organize/Remove/Rename the saved Effect Settings. This option starts Windows Explorer and shows
the contents of the folder where the current Effect is filed.
Preview Effect
Previews the current Effect.
Stop
Stops previewing the current Effect.
Delete/Cancel
Deletes the effect, removing it from the timeline.
Duration
Specifies the duration of the Effect as a number of Frames. For some Effects, the duration is either preset
(for example, the Remove Effect is always a single Frame), or calculated depending on the Effect Settings
(for example, the Typewriter Effect). In these cases, you cannot directly edit the duration.
There are a number of Effect sheet tabs that are common to two or more Effects. These are as follows:
· Motion
· Easing
· Start At
· Cascade
· Camera
· Transforms.
Swatch
This box shows you the old color on the left hand side and the new color selection on the right. If you click
on the left hand side of the button (or press escape), the color is left unchanged. If you click on the right
hand side (or press enter) the color you have selected is used.
Eyedropper
Click on this button to select a color from elsewhere on the screen. Move the eyedropper cursor over the
color you want and click. If you don't want to select a color, click on the 'Eyedropper' button again to
deselect this function.
Websafe Colors
Turns websafe colors on or off. When turned on, any color you select will be replaced by the nearest
websafe color. Websafe colors have red, green and blue components that are multiples of #33 (hex) and
should display correctly in all browsers. The default setting is off.
More Colors
Displays an enhanced Windows Color Selector, which gives a wider selection of colors.
You can adjust the color by either RGB (red, green, blue) component, by HSL (hue, saturation, luminance).
Color Palette
Move the mouse cursor the palette and click to select a color.
The palette includes sixteen levels of grey scale at the top, primary colors on the left and all the websafe
colors in the center area.
MRU Colors
These buttons represent a selection of the Most Recently Used (MRU) colors. The colors in these boxes
are updated every time you make a color selection.
The Status Bar also displays the file size of the exported .swf file. The size is calculated whenever you
export a .SWF file, or use the Test in Player, Test in Browser or Test Report commands. Until you first
export, the indicator says "Unknown Size".
You can show or hide the status bar using View | Status Bar.
5 Tutorials
This chapter gives worked examples of how you can use SWiSH.
· Creating Your First SWiSH Movie takes you through the basic steps of creating a simple Movie. It also
covers sound, interactivity, preloaders and preparing your Movie for the web
· Using Actions to Control your Movie is a short example of how to use Events and Actions. The
Creating Your First SWiSH Movie tutorial also has topics covering this area
· How to make an Animated Button explains how to make a button that animates when you move the
mouse over the button
· Using SWiSH with other programs shows you how you can use you .swf Movie with other applications,
namely Flash, Dreamweaver, FrontPage and Powerpoint
Each section is a stand-alone tutorial which will help you create the individual components of the website.
The tutorials are:
· Creating your first SWiSH Movie
· Importing and Working with Images and Vector Graphics
· Adding Music and Sounds
· Creating Buttons
· Creating a Menu
· Creating a Sprite
· Adding Interactivity to your Movie
· Creating a Preloader
· Exporting your Movie and getting it ready for the Web .
When you are ready to begin creating your Movie, you can close the player window or minimize it to view
the Movie as a reference while you work on the following tutorials.
2. Define your Movie's properties by select the Movie Panel and changing the Width to 700, Height to
450, and Frame Rate to 15. Make sure that the Background color is set to white
3. In the Zoom Controls of the Layout Panel, click on the Zoom 100% button. This will centre the
stage area within the Layout window.
4. Ensure Scene 1 is selected in the Outline Panel, and press the Insert Text button on the
Insert Toolbar. You should see the word 'Text' appear in the center of the stage in the Layout Panel.
5. Select the Text Panel and change the word 'Text' to the word 'THIS' in the text window. Change the
font size to 48 point from the drop-down font size menu, or by or entering 48 in the font size box of the
'Text' Panel
5) In the Timeline Panel, click on Frame 0 in the row for 'THIS'. Ppress the 'Add Effect'
button which is on the left of the Timeline Panel. Select Fade In from the dropdown menu. The
Fade In Settings dialog box will appear. From the 'Fade In Settings' dialog box, uncheck the Continue
from previous Effect box to access the Start At tab. From the Start At tab, select X Scale | Scale
Factor, and enter the value 20 in the % edit box and press enter. Select the Motion tab, and select X
Scale | Resize to 100%. Press the 'Close' button, at the top right of the dialog, to close the dialog.
6. Press the Play Movie button on the Control Toolbar . You should see the word 'THIS' increase in
scale as it fades in. This will continue to loop. Press the Stop button.
7. Click on Frame 14 in the row for 'THIS'. Press the 'Add Effect' button, and select Fade
Out from the Menu. Press the 'Close' button in the Fade Out Settings dialog box to accept the default
settings
8. Press the 'Play Movie' button. You should see the word 'THIS' fade in, and then fade out. Press the
'Stop' button
9. Right-click on the Fade Out Effect in the Timeline, and select 'Properties' from the context Menu to
access the 'Fade Out Settings' dialog box. Change the Duration from 10 to 4
10. Press the 'Play Movie' button again. You should now see the word 'THIS' fade out faster than
before, because you have shortened its duration. Press the 'Stop' button
11. Press the 'Insert Text' button. By default, the last word that was selected while the Text Panel was
active will be duplicated. You will not see this word as the text will be directly over your first word on the
stage, but it will appear in the Timeline and the Outline Panel. In the Text Panel, change the word
'THIS' to the word 'IS', the font size should be set to 48 point
12. Press the 'Insert Text' button to create a third word. Change this word to 'MY' and leave the font size
at 48 point
13. Press the 'Insert Text' button again to create a fourth word, change this word to 'MESSAGE' and
leave the font size at 48 point
14. From the Timeline , click on the Fade In Effect you created for the word 'THIS' and while holding the
Shift key down, click on the Fade Out Effect next to it. Both the Fade In and the Fade Out Effects
should be highlighted. Right-click, and select Copy Effect from the context Menu. You may need to
resize of scroll the timeline so you can see the rows you want to working on.
15. On the Timeline right-click at Frame 17, next to the word 'IS' and select Paste Effect. Paste these
Effects at Frame 34 next to the word 'MY' and at Frame 51 next to the word 'MESSAGE'
16. Click on the Fade Out Effect for the word 'MESSAGE' to select the effet, then Right-click on it and
select 'Properties' from the context Menu. The 'Fade Out Settings' dialog box should appear. Select the
Motion Tab, and select X Scale | Resize to Scale and enter the value 400 in the % edit box, press enter
and the click on the Close button
17. Press the 'Play Movie' button on the Toolbar. You should now see the sequence of words 'THIS',
'IS', 'MY', fade in while increasing in scale and then fade out. The Word 'Message' will fade in while
increasing in scale and then fade out while increasing in scale. Press the 'Stop' button
18. Now press the Save Movie button on the Toolbar. You should now see the 'Save As' dialog box.
Type 'myfirst' into the File name edit box and press Save. Your Movie has now been saved as a .swi
file and can be opened at a later time
You are ready to continue with the Importing and Working with Images and Vector Graphics tutorial.
Note:
· You can import bitmap images in .jpg, .jif, .jpeg, .gif, .png, .bmp, and .dib formats
· You can import vector graphics in .wmf and .emf formats, or as a static .swf
Images
2. Press the 'Insert Image' button on the Toolbar. From the 'Open' dialog box, select JPEG from the
'Files Types' list, then navigate to the Samples folder within your SWiSH application folder, select
4. Select the Shape Panel and edit the name of the image object from "first_jpg" to "Center Image".
Select the solid line from the drop-down Menu. Change the width of the line from 1 to 2pt. Press the
color swatch next to the Line width selection box to access the color palette. Select a dark green from
the palette
5. Press the 'Properties' button located next to the 'Clipped image' button to access the 'Image Properties'
dialog box. Within the 'Image' dialog box, check the 'Recompress JPEG' checkbox and change the
value from 84% (the quality of the imported image) to 10%.
Press OK
6. From the File Menu, select Test | In Player. The image should display in the center of the stage, above
the text and appear distorted
8. Press the Shape (image) 'Properties' button again and change the value of the JPEG quality from 10%
to 50%, then Press OK
9. From the File Menu, select Test | In Player again. This time the image should appear clear and behind
the text
10. Select the "Center Image" object from the left column of the Timeline , then right-click and select Copy
Object from the context Menu. Press the 'Paste' button to paste a second image into your Scene.
The copy will appear directly over the original
11. To help with aligning this image, select the Movie Panel, and check the 'Snap' and 'Show in the Grid'
boxes. A Grid will appear in the Layout Panel. Change the horizontal and vertical values of the Grid in
both the 'Horiz' and 'Vert' edit boxes to 5
12. Select the Transform Panel to view the image's X and Y placement properties. With the image
selected, drag the image over towards the left side of the window, and place the image at X:140 Y:225
13. Rename this image object to "Left Image" in the Shape Panel
14. With the "Left Image" selected, press the 'Send to Back' button from the Toolbar, and then press the
'Bring Forward' button. This image should be in the second-from-the-bottom row in the Timeline,
just above "Center Image".
15. Press the 'Paste' button to create another copy of the image. Drag this one over to the right side of
the window and place the image at X: 560, Y: 225
18. In the Timeline Panel in the "Left Image" row, click on Frame 70. Press the 'Add
Effect' button and select Fade In from the Menu. Change this Effect's duration from 10 to 4 Frames.
Press OK
19. Right-click on this Effect and select Copy Effect from the context Menu
20. In the Timeline Panel in the "Center Image" row, right-click on Frame 72 and select Paste Effect
21. In the Timeline Panel in the "Right Image" row, right-click on Frame 74 and select Paste Effect
22. Preview your movie in the player by selecting File | Test | In Player. This time you will see the message
and then, the images will fade in starting with the left image first and ending with the right image
23. Click on Frame 88 in the "Left Image" row. Press the 'Add Effect' button and select
Move from the Menu. From the Motion tab select X Position | Move to X and change the value from 0
to 350. Change the Effect's duration from 10 to 5 Frames, and press Close to accept the changes
24. Click on Frame 93 in the "Center Image" row. Press the 'Add Effect' button and select
Move from the Menu. From the Motion tab, select X Position | Move to X and change the value from 0
to 560. Change the Effect's duration from 10 to 5 Frames, and press Close to accept these changes
25. Click on Frame 98 in the "Right Image" row. Press the 'Add Effect' button and select
Place from the Menu. Select X Position | Jump to X, change the value from 0 to 140, and press Close
to accept the changes
26. Click on Frame 85 of any row in the Timeline and press the Preview Frame button on the
Control Toolbar. Drag the Play Head right and then left across the Timeline to preview the animation.
"Left Image" should slide over to the center covering "Right Image"; then "Center Image" should slide
right to cover "Right Image"; finally, "Right Image" will appear on the left.
Vector Graphics
1. Press the 'Insert Content' button from the Toolbar. From the 'Open' dialog box, select Flash Player
Movie (*.swf) from the 'Files of Type' Menu . From the Samples Folder, select "logo.swf" and press
Open. From the 'Import Frames' dialog box press Select All Frames, check the 'Import as Sprite'
checkbox and uncheck the 'Masked' checkbox and press OK. Note that the composite image is within a
Sprite, and that the Sprite has been named "logo"
3. Click at Frame 110 in the Timeline in the row for "logo". Press the 'Add Effect' button,
and select Fade In from the Menu. Change the Effect's duration in the 'Fade In Settings' dialog box
from 10 to 4, and from the Motion tab select X Scale | Resize to Scale and type 60 in the % edit box.
Leave the 'X=Y' box checked. Press Close to accept the changes
5. Click at Frame 120 in the Timeline in the row for the "logo". Press the 'Add Effect'
button, and select Fade Out from the Menu. Change the Effect's duration from 10 to 3, and press Close
6. Press the Play Movie button to preview your Movie. After your message has played and your
images have faded out, the logo should fade in quickly and then fade out quickly. Your Movie will
continue to loop. Press the Stop button
7. Click on Frame 125 in the Timeline in the Scene row, press the 'Add Action' button
and select Stop form the Menu. Press OK
8. Press the Play Movie button to preview your Movie. This time your Movie will play through once.
Press the Stop button
You are ready to continue with the Adding Music and Sounds tutorial.
With SWiSH you can import both .wav and .mp3 formats. You can control the overall volume of sounds
and apply simple fade Effects. A sound can be played when a Movie reaches a selected Frame or in
response to a Mouse Event. For a more detailed explanation on using sounds in your Movie please read
Play Sound. This tutorial will be limited to adding sounds to the Timeline in response to a Frame Event;
adding sounds in response to Mouse Events will be discussed in the Creating Buttons tutorial.
As sound files can significantly increase the overall file size of the Movie, it is best to select short tunes that
can be looped as background music, for a Movie that will be playing over the Web.
Note: If you are having problems importing .wav files, try downloading and installing the latest Windows
Media Player from http://www.microsoft.com/windows/mediaplayer/en/default.asp
1. Open "myfirst.swi". Right-click on Frame 1 of the Scene row. From the context Menu select Play
Sound. A Play Sound Action marker will appear at that Frame on the Timeline
2. From the Actions Panel you should see the Play Sound Event highlighted in the 'Add Action' window.
Press the 'Import' button to view the 'Import Sound' dialog box. From the Samples folder, select
"88A.mp3" and press Open
3. Press the Play Movie button on the 'Control' Toolbar. The tune will play once and then stop. Press
the Stop button
4. From the Actions Panel, to the right of the 'Import' Button, press the 'Options' button to access the 'Play
Options' dialog box. The box at the top of the dialog box, displays the file's sample rate, and the length
of 1x loop in seconds and Frames. In the 'Loop sound' edit box, enter 15 (this will ensure that the
music will continue throughout the introduction). You can leave the Volume setting at 100%, and the
'Do not play if already playing' feature checked. Press OK to accept the changes
Note : The Sound Effects options work over the total number of loops, so you will not notice them if you
have set a high number in the 'Loop sound' edit box
5. Press the 'Play Movie' button on the Toolbar. The tune will start as your Movie starts and will
continue to play long after your animation has stopped
Sound Effects
You can add a Sound Effect to synchronize with the appearance of the logo.
1. Right-click on Frame 110 of the Scene row. From the context Menu select Play Sound
2. From the Actions Panel press the 'Import' button and from the Samples folder, select "FX1001.wav"
and press Open
3. Press the 'Options' button to access the 'Play Options' dialog box. By default, the Compression for .wav
files is set to MP3; leave this setting, as this will produce the smallest file size, compressing your .wav
files up to 1/10 of their original size. As you do not want this sound to loop, leave the 'Loop sound' edit
box value set to 1. Leave the Volume value set to 100%. Select Sound effect | Pan left to right. Leave
the Preload sound set to Object or Scene default. Press OK
4. Press the 'Play Movie' button on the Toolbar. The sound will begin playing when your logo appears,
it will begin playing in the left speaker and end playing in the right speaker. Press the 'Stop' button
Stopping Sounds
1. Right-click on Frame 111 and select Stop Sound from the context Menu. Select "88A.mp3" and press
Enter on your keyboard
Note:
· If you need or want to stop your background music in the middle of a loop, rather than having it stop
abruptly, it may be helpful to the flow of the Movie if you stop the music while another sound is playing,
as you have done in this example
· There may be times when you will want to stop all sounds playing. This can be done within the Timeline
by right-clicking on the Frame where you would like the sounds to stop and selecting Stop All Sounds
from the context Menu
2. Press the 'Play Movie' button on the Toolbar. Your background music will end just as "FX1001.wav"
begins. Press the 'Stop' button
3. Your introduction is complete. You may view it in your browser by pressing the 'Test in Browser'
button
The Button Object makes it easy to add mouseover Effects to your Movie without interrupting the Movie's
main Timeline.
You can create an empty button by pressing the Insert Button on the Insert Toolbar, or you can choose
an existing object and convert it into a button by selecting Modify | Convert | Convert to Button or by
pressing the 'Convert to Button' icon from the Grouping Toolbar. The 'Grouping' Toolbar can be can be
accessed by selecting 'View | Toolbars | Grouping Toolbar'.
Note: In most circumstances, it is best create your text or shape first and then use the 'Convert to Button'
option (remove any Actions attached to a shape before converting it into a button). This will save you the
time of adding the text or shape for each state; you need only to go into the Button Object's 'Outline' tree,
to make your adjustments to the different states
To Create a Button
1. Open "myfirst.swi". Your introduction has ended and the visitor will now enter your main site. This is a
good time to create a new Scene
2. From the Main Menu, select Insert | Scene, a new Scene named 'Scene 2' will be created. Check that
Scene 2 appears in the Scene row on the Timeline Panel
3. Press the 'Insert Text' button on the Insert Toolbar. Change the word "Text" to "LINK 1", and the
Font size to 12
4. Press the 'Convert to Button' buttom from the Grouping Toolbar. A Button icon will appear In the
Outline Panel with an 'Object' Tree, with four child buttons indicating the button's four states
The Up State represents the button's appearance when the mouse pointer is not over it. The Over
State represents the button's appearance when the mouse pointer is over it. The Down State
represents the button's appearance when the mouse is clicked. The Hit State represents the button's
active region
5 From the button's 'Object' Tree select LINK 1 from the button's Up State, and from the Text Panel,
change the color from black to a dark green
6. Select LINK 1 from the button's Over State, and from the 'Text' Panel, change the color to a medium
gray
7. Select LINK 1 from the button's Down State and change the color to a dark gray
8. Select LINK 1 from the button's Hit State. You should see a black rectangle. This rectangle represents
the button's active region - the area that will respond to the mouse cursor. This state is not visible when
the Movie is playing
9. Press the Play Scene button on the 'Control' Toolbar, and test your button. Your button should
change to a gray when the mouse pointer is over it and to a dark gray when you press the button. Press
the 'Stop Movie' button to end your preview
3. Select your 'LINK 1' button from the Outline Panel. Click on the minus (-) symbol to the left of the
button icon, so that the button's states are not visible
Note: Make sure that none of the button's states are selected when you add your Actions, as you cannot
add Actions to the button's state. Objects inside button states are not allowed to have Actions and SWiSH
will ignore them
4. Select the Actions Panel and press the 'Add Event' button and select On Rollover from the drop-down
Menu. The On (Roll Over) Event will appear and be highlighted in the 'Actions' window
5. Press the 'Add Action' button and select Play Sound from the drop-down menu. Press the 'Import...'
button and the 'Import Sound' dialog box will appear. Navigate to the Samples folder within your
SWiSH application folder, select "Beep1.wav" and press Open
6. Press the 'Play Scene' button to test your button. When your mouse pointer rolls over the button,
you should hear the sound. Press the 'Stop Movie' button
7. From the Actions Panel, select On (Roll Over) and press the 'Add Event' button again and select On
Press. The 'Add Event' button will change into an 'Add Action' button
8. Press the 'Add Action' button and select Play Sound from the drop-down Menu.
Press the 'Import' button, and select "Beep2.wav" from the Samples folder. Press Open
9. Select the Button Panel. In the 'Name' text entry box, type in LINK 1, and check the Track as Menu
box.
10. Press the 'Play Scene' button to test your button. When your mouse pointer rolls over the button,
you should hear the first sound you imported, and when you click the button, you should hear a second
sound. Press the 'Stop Movie' button to end your preview
2. Check that Scene 2 appears in the Scene row on the Timeline Panel. If Scene 2 does not appear in the
'Timeline' Panel, select Scene 2 from the Outline Panel
3. Press the 'Fit in Window' Zoom button to see the complete stage
Note: You can also Zoom In or Zoom out on the stage at any time by pressing the Zoom In button or
the Zoom Out button
4. Select the Rectangle/Square Tool from the Toolbox. Click near the top left corner of the stage and
drag the mouse down and right to create a rectangle
5. Select the Transform Panel and change the width of this shape to W: 702 and the height of this shape
to H: 40 (The 'Uniform' box should not be checked). At the top of this panel there is a 'Center' button
indicating the object's alignment. As the Movie's width is 702, the center of the object's X location
should be 350. If it is not, change the value in the 'X:' box to 350. As the object's height is 40, the
center of its Y location should be 19. Change the value in the 'Y:' box to 19 if it is another value. This
will ensure that there is no gap around the top or sides of the shape when played
6. Select the Shape Panel, change the Line color to a dark green and the Fill color to a light gray
7. While the Rectangle shape is selected, press to copy, and to paste your object. It will paste
directly over the original shape. Click on the shape and drag it towards the bottom of the stage. Check
the rectangle's X and Y position in the Transform Panel, and change to X: 350, Y: 431, if necessary
8. Select the Rectangle/Square Tool from the Toolbox. Click over the left corner of the rectangle at
the top of the stage, and drag the mouse down and right to create a rectangle that will completely cover
both rectangles.
9. Select the Transform Panel and change the width of this shape to W: 700 and the height to H: 450 (the
'Uniform' box should not be checked). Center the object on the stage by changing the value in the 'X:'
box to 350, and the value in the 'Y:' box to 225
10. Select the Shape Panel and change the Line color to a dark green and the Fill to None
11. Right-click on Frame 10 in the Scene row and select Stop from the context Menu
12. Select Scene 1 from the Outline Panel. From the Timeline Panel in Scene 1, remove the Stop Action
at Frame 125 by right-clicking on the Stop Action marker and selecting Cut Action or by pressing
13. From the File Menu, select 'Test | Test in Player' to check that your rectangles are placed correctly.
Your introduction will play first and this Scene will follow. Close the 'Player' window
15. Select the 'LINK 1' button and press the 'Bring to Front' button on the Standard Toolbar, then drag it
over towards the top left corner of the stage, placing it over the gray rectangle where desired
Before making a Menu, you may want to consider whether you want your buttons to look more or less
the same and whether you want them to have similar behaviors. If you want your buttons to look
uniform, it can save a lot of time if you create one button and then copy and paste as many of those
buttons as needed, and then go into the different states to change the text. This way, the buttons will be
consistent in size and color. If you want the buttons to have similar behaviors as well, you should add
any sounds and perhaps some or all of their actions before copying and pasting. You can always go
into the different states and change the specific Goto Scene or URL references
For this tutorial, all buttons will have the same sounds attached to the On Roll Over, and On Press
Events, but the other actions will be different. As these sounds have already been attached, you can
begin copying and pasting the 7 additional buttons we will be using.
16. From the Outline Panel make sure that your button's states are not visible, clicking the minus (-)
symbol to the left of the main button's icon, if necessary
17. With the button selected, press the Control+C keys to copy your button, then select Scene 2 from the
Timeline Panel
Note: It is important that the Scene is selected before you paste and not the button, as a button cannot be
pasted inside of another button
18. Press to paste the copy of your button. Drag your button over to the left and place it about 200
pixels away from the first button
19. This Menu will have 8 buttons, 4 buttons over the top rectangle and 4 over the bottom rectangle.
Continue pasting the 7 additional buttons (selecting Scene 2 from the 'Timeline' Panel) prior to each
paste, then drag each button so that all the buttons will be more or less evenly spaced over the top and
bottom rectangles
20. From the File Menu, select Test | Test in Player to check that your buttons are placed correctly
21. When you are happy with the placement of your buttons, select the button to the right of the 'LINK 1'
button, and from the Button Panel change the name from "LINK 1" to "LINK 2"
22. From the Outline Panel, click on the plus ( + ) symbol to access "LINK 2" button's states. Change the
text for the Up, Over, and Down, states from "LINK 1" to "LINK 2"
23. Repeat step 22, for the all but the button on the bottom right; increasing the number of each button by
one
24. For the bottom-right button, change the name from "LINK 1" to "E-MAIL"
25. From the File Menu, select Test | Test in Player to check that your buttons are placed correctly
26. When you are satisfied with your Menu, save your Movie
A Sprite is a Movie within a Movie. Perhaps the greatest advantage of using Sprites in your Movies is that
their Timeline runs independently of the main Movie's Timeline, as you will see in the 'pop-up' Sprite you
will be creating. Another advantage of using Sprites in your Movies is that you can easily reuse them
throughout your Movie, saving time and with only a slight increase to the file size of the Movie.
1. Open "myfirst.swi"
2. Check that Scene 2 appears in the Scene row on the Timeline Panel. If Scene 2 does not appear in the
'Timeline Panel', select Scene 2 from the Outline Panel
3. Select the Rectangle/Square Tool from the Toolbox. Create a rectangle approximately 1/2 the
height and width of the stage. From the Transform Panel , change the Height to 420 and the Width to
220, and center on the stage
4. From the Shape Panel select the solid line and change the line's width from 1 to 2. Change the line's
color to a dark green. Select a solid fill in a light gray
5. From the Modify Menu, select Convert | Convert to Sprite. A Sprite icon will appear in the Timeline.
Select the Sprite Panel and type pop-up in the Name edit box. Leave the Background color unchanged
and uncheck the Loop box
6. Select the Outline Panel and click on the plus (+) symbol next to the pop-up Sprite to access the
Sprite's 'Object' Tree
Note: In this view, only the rectangle you have just created is visible in the 'Layout' Panel, and in the
'Timeline' Panel only the 'pop-up' Sprite and the rectangle within this Sprite are present. Also note that the
Stop Action marker in Frame 10 is not visible. This is because the Sprite Object has its own Timeline. You
can toggle this view at anytime by clicking on the plus (+) or minus (-) symbol in the 'Sprite Object' tree
7. With the pop-up Sprite selected, press the 'Insert Text' button. From the Text Panel , change this
text to the letter X, change the font size to 20, and change the color to a dark green
8. Drag the X Text Object over to the top-right corner of the rectangle
9. Select the Rectangle/Square from the Timeline Panel . Click on Frame 1 and press the
'Add Effect' button, select Fade In from the Menu. From the 'Fade In Settings' dialog
box, change the Effect's duration value from 10 to 3 Frames, and press the 'Close' button to accept the
new value
10. Select the Shape Panel and, in the Name edit box, change the word "rectangle" to "window"
11. Select the X Object row from the 'Timeline' Panel and click on Frame 4. Press the
'Add Effect' button, and select Place from the Menu. Press the 'Close' button in the 'Place Settings'
dialog box to accept the default settings
12. From the Insert Menu, select Content. In the 'Open' dialog box, from the 'Files of Type' drop-down
Menu, select Plain Text (*.txt) and select "first.txt" from the Samples folder
13. From the Text Panel, change the font size to 11, and the paragraph alignment to left. Check the
'Has Name' box, then highlight and delete the text in the edit box to the right of Has Name and type
"link 1" into the edit box
14. On the Timeline Panel, click on Frame 4 in the link 1 Object row, press the 'Add
Effect' button and select Place from the Menu
15. Click on Frame 4 in the pop-up Sprite Object row. The 'Add Effect' button will change
to an 'Add Action' button. Press the 'Add Action' button and select
Stop from the Menu
16. Press the 'Play Scene' button on the Control Toolbar. You should see your 'window' fade in quickly,
and the 'X' and your imported text will show. This will continue looping during preview. Press the
'Stop Movie' button on the Control Toolbar
17. Select the 'Shape Object' window from the Timeline Panel and click on Frame 6. Press the
'Add Effect' button, and select Fade Out from the Menu. In the 'Fade Out Settings'
dialog box change the Effect's duration value from 10 Frames to 3. Press Close to accept the new
value
18. Select the X Text Object from the Timeline Panel and click on Frame 6 in the in the X Object row.
Press the 'Add Effect' button and select Remove from the Menu
19. Select the link 1 Text Object from the Timeline Panel and click on Frame 6 in the in the link 1 Object
row. Press the 'Add Effect' button and select Remove from the Menu
20. Select the X Text Object from the Timeline Panel, then select the Actions Panel. From the 'Actions'
Panel, press the 'Add Event' button, and select On Press from the Menu
21. Press the 'Add Action' button and select Go to Frame from the Menu. In the 'Frame
Number' edit box, change the Frame from 0 to 6. Leave the 'Play' box checked. The new value will
automatically be accepted
22. On the 'Timeline' Panel, click on Frame 9 in the pop-up Sprite row. Press the 'Add
Action' button and select Stop from the Menu
23. Click on Frame 0 in the pop-up Sprite row. Press the 'Add Action' button and select
Stop from the Menu. This action will hide the Sprite until it is called for by a future Tell Target Action
you will apply in the next tutorial
24. To preview this Sprite from within the Sprite's Timeline, you will need to be in Preview Frame mode.
Press the 'Preview Frame' button on the Control Toolbar. Click on Frame 0 and drag the Play Head
right across the Timeline to preview the animation, or use the arrow controls on the 'Control' Toolbar
either side of the 'Preview Frame' button
Advancing one Frame should show the window object starting the fade in. Advancing to Frame 3 will
show the link 1 text object and the X object appear, and at Frame 6 the window object should start to
fade out as the link 1 Text Object and X object disappear
Grouping a Sprite
1. The pop-up Sprite should be in the top row of the Outline Panel. All other objects in this Scene belong
to your Menu and should appear from the second row and down in the Outline Panel. Select the object
in the second row of the Outline Panel, press and hold the Shift key and select the rectangle shape on
the bottom row. As pressing and holding the Shift key allows you to select multiple objects, these two
objects and the objects in the rows between them should all be highlighted.
2. With these objects selected, from the Modify Menu select Group | Group as a Sprite. This will create a
Sprite Object consisting of every object in your menu.
Note: If a number of objects are selected and you select Convert | Convert to Sprite from the Modify Menu,
you will create a separate Sprite for each object selected
3. Select the Sprite Panel and type the word "menu" in the Name edit box. Uncheck the 'Loop' box
This Sprite will be controlled from the Movie's main Timeline, and our purpose for grouping and
converting this Menu into a Sprite is twofold. Firstly, it will allow you to have this Menu fade in (rather
than suddenly appearing after your intro/splash page) as a Sprite, so that you need only apply the Fade
In Effect to the Sprite Object rather than applying this Effect to each object within it. Secondly, This
Sprite can be quickly copied and pasted and used later on in the Movie
4. Select Scene 2 from the top row of 'Timeline' Panel and select the Menu Sprite Object. Select frame 1
and press the 'Add Effect' button, select Fade In from the Menu, and press Close to
accept the default settings
5. Press the 'Play Movie' button on the Control Toolbar . Your Menu will fade in after your introduction
and the Movie will stop. The pop-up Sprite will not show (we will use this Sprite later). Press the
'Stop Movie' button on the Control Toolbar
You are ready to continue with the Adding Interactivity to your Movie tutorial.
1. Open "myfirst.swi"
2. Check that Scene 2 appears in the Scene row on the Timeline Panel. If Scene 2 does not appear in the
'Timeline' Panel, select Scene 2 from the Outline Panel
3. From the Outline Panel click on the plus (+) symbol next to the Menu Sprite Object and select the
'LINK 1' button. Make sure that the plus (+) symbol appears next to this button's icon, and that this
button's states are not visible
Note: Make sure that none of the button's states are selected when you add your Actions, as you cannot
add Actions to the button's state. Objects inside button states are not allowed to have Actions and
SWiSH will ignore them
The Tell Target action is used to communicate with a Sprite and the Movie's Main Timeline. In the
following example, we will use the Tell Target Action to call the pop-up Sprite
4. From the 'Actions Panel', press the 'Add Action' button, and select Play Sound
"beep2.wav" under the On (Press) Event. Press the 'Add Action' button, and select
Tell Target from the Menu. Press the arrow to the right of the 'Target Name' box and select "/pop-up"
from the Menu. Press the 'Add Action' button again and select Go to Frame from the
Menu. Change the value from 0 to 1 in the 'Frame Number' box. Leave the 'Play' box checked. Select
the 'Tell Taget' action you just added. Press the 'Add Action' button, and again select
Tell Target from the Menu. Press the arrow to the right of the 'Target Name' box and select "/pop-up2"
from the Menu. Press the 'Add Action' button again and select Go to Frame from the
Menu. Change the value from 0 to 5 in the 'Frame Number' box. Leave the 'Play' box checked.
5. Test your action by pressing the 'Play Scene' button and then pressing the 'LINK 1' button. As this
Scene will not loop, you can retest by pressing the X Text Object and the 'LINK 1' button again. Press
the 'Stop Movie' button
Note: The X Text Object can accept Actions, and behaves like a button without the different states
6. Select the pop-up Sprite from the Timeline then press the Copy button. Select Scene 2 from the
Timeline then press the 'Paste' button
Note:
· If you do not select Scene 2 on your 'Timeline' or 'Outline' panels before pasting, you will paste the
copy of your Sprite inside the original
· By copying and pasting your pop-up Sprite, you can save time using it as a template. This can be done
before you add your text, or you can change your text later using the original text as a guide for
positioning your new text then deleting
7. Select the Sprite Panel and in the 'Name' edit box. Change the name from "pop-up1" to "pop-up2".
Note: Giving your Sprites unique names makes it easy to use the Tell Target action; as SWiSH will add
each Sprite to the 'Tell Target' list, which you can access from the 'Tell Target' edit box within the
Actions Panel
8. From the 'Outline' Panel click on the plus (+) symbol next to the Menu Sprite Object and select the 'Link
2' button. Make sure that the plus (+) symbol appears next to this button's icon, and that this button's
states are not visible
9. From the 'Actions' Panel, press the 'Add Action' button, and select Play Sound
"beep2.wav" under the On (Press) Event. Press the 'Add Action' button, and select
Tell Target from the Menu. Press the arrow to the right of the 'Target Name' box and select "/pop-up2"
from the Menu. Press the 'Add Action' button again, and select Go to Frame from the
Menu. Change the value from 0 to 1 in the 'Frame Number' box. Leave the 'Play' box checked. Select
the 'Tell Taget' action you just added. Press the 'Add Action' button, and again select
Tell Target from the Menu. Press the arrow to the right of the 'Target Name' box and select "/pop-up"
from the Menu. Press the 'Add Action' button again and select Go to Frame from the
Menu. Change the value from 0 to 5 in the 'Frame Number' box. Leave the 'Play' box checked.
10. From the 'Outline' Panel click on the plus (+) symbol next to the pop-up2 Sprite to access the Sprite's
child objects. Select the link 1 Text Object, and from the 'Text' Panel, select all of the text within the
text edit box and type "This is different text to show that the 'LINK 2' button is linked to a different
Sprite." Uncheck the 'Has Name' box
11. Test your actions for the 'LINK 1' and 'LINK 2' buttons by pressing the 'Play Scene' button and then
pressing the 'Link 1' and 'Link 2' buttons. Press the 'Stop Movie' button
1. Select Scene 2 from the Outline Panel. From the File Menu select Copy Scene and then File |
Paste Scene. A new Scene named "Scene 3" will be created. It will be added to the 'Outline' Panel, and
you will be taken to that Scene
2. From the Scene Panel, change the Background color to a light green by clicking on the color swatch
and selecting the color from the Color Palette
4. From the 'Outline' Panel click on the plus (+) symbol next to the Menu Sprite and select the 'Link 3'
button. Make sure that the plus (+) symbol appears next to this button's icon, and that this button's
states are not visible
5. From the 'Actions' Panel select Play Sound "beep2.wav" under the On (Press) Event. Press the
'Add Action' button, and select Tell Target from the Menu. Press the arrow to the right
of the 'Target Name' box and select '/' from the Menu ( '/' refers to the main Timeline). Press the 'Add
Action' button again and select Go to Frame from the Menu. From the Scene option drop-down Menu
select Scene 3. Leave the 'Play' box checked
6. Test your action for the 'LINK 3' button by selecting File | Test in Player and pressing the 'LINK 3'
button. Close the Player window
1. From the 'Outline' Panel click on the plus (+) symbol next to the Menu Sprite to access the Sprite's
child objects. Select the 'LINK 4' button. Make sure that the plus (+) symbol appears next to this
button's icon, and that this button's states are not visible
2. From the 'Actions' Panel select Play Sound "beep2.wav" under the On (Press) Event. Press the
'Add Action' button, and select Go to URL from the Menu. In the 'URL' edit box, type
"http://www.swishzone.com". Leave the 'Target' box empty
Note: When playing within SWiSH, Goto URL actions are not performed
3. Test your action for the 'LINK 4' button by selecting File | Test | In Browser and pressing the 'LINK 4'
button
If you are online, you will be brought to the SWiSH web site. This page will open in a new window
1. From the 'Outline' Panel click on the plus (+) symbol next to the Menu Sprite to access the Sprite's
child objects. Select the 'E-MAIL' button. Make sure that the plus (+) symbol appears next to the
button's icon, and that the button's states are not visible
2. From the 'Actions' Panel select Play Sound "beep2.wav" under the On (Press) Event. Press the
'Add Action' button, and select Mailto from the Menu. In the 'To' edit box, type your e-
mail address e.g., 'me@myaccount.com'
3. In the 'CC' edit box, type 'sales@swishzone.com'. This will send a copy of the e-mail
5. The window below the 'Subject' edit box is the message body area. Type "I really like your Movie, can't
wait to see the next one you create." in the 'Field' edit box
When the Mailto action is executed, the Flash Player will start the default e-mail client. The fields you
have specified will be already filled in. The user can edit any of these or fill in any that you may leave
blank before sending the message.
A Preloader is a looping animation that plays while the rest of the Movie loads into your visitor's browser.
1. Open "myfirst.swi"
4. Select the Scene Panel, and change the name to "Preloader" in the 'Scene Name' edit box
6. Select the Text Panel and change the word "Text" to the word "LOADING" in the 'text' window. Change
the font size to 20, and the color to a dark green
7. In the Timeline Panel, click on Frame 1 in the Loading Text Object's row. Press Add Effect and choose
Fade In from the Menu. Press Close on the Fade In Settings dialog box to accept the default settings
8. Press the 'Add Effect' button and select Move from the Menu. From the Motion Tab in the
Move Settings dialog box, select Color | Fade to Color, choose a medium gray from the Color Palette,
and leave the value set to 100 in the '%' edit box. Press Close to accept the changes
9. Press the 'Add Effect' button again and select Move from the Menu. From the Motion Tab in the
Move Settings dialog, select Color | Fade to Color. Choose any color you wish from the Color Palette
and change the value to 0 in the 'color A %' edit box.
Note: Entering the 0% value in the 'A' (Alpha) % edit box will cause the color to fade to the original dark
green again. This can be very useful when you want to display an image or shape in its original color after
having changed the color value to tint it
10. Click on Frame 35 in the Loading Text Object's row. Press Add Effect and choose Fade Out from the
Menu (the Fade Out Settings dialog box for the Move Effect is displayed). Press Close on the
Fade Out Settings dialog box to accept the default settings
11. Press the 'Play Scene' button. Your text should fade in then fade to gray and back to green again;
then your text will fade out. The Scene will continue to loop. Press the 'Stop Movie' button
12. Select the Preloader Scene row from the Timeline. Right-click on Frame 31 and select Go to Frame
from the context Menu. A place marker for the Go to Frame Action will appear on the Timeline, and the
action will appear in the window of the Actions Panel. From the 'Actions' Panel, change the value in the
'Number' edit box from 0 to 11
13. Press the 'Play Scene' button. Your text should fade in then fade to gray and back to green again.
Your text will continue fading from gray to green and from green to gray until you press the 'Stop
Movie' button. Press the 'Stop Movie' button
14. Press the 'Play Movie' button. Your "LOADING" text will continue to loop - it will not fade out and
your introduction will not begin. Press the 'Stop Movie' button
Note:
· You have created the looping animation for your Preloader. Now you need instruct your Movie to loop
this animation until your Movie, or a portion of it, has preloaded into the viewer's browser cache. The
instructions that the Player needs can be added to your Movie with the If Frame Loaded and the
Go to Frame Actions
· If your Movie is in the viewers cache, there is no need to have them view this looping animation at all.
You may instruct your Movie to go to Scene 1 rather than playing the Preloader Scene in the first
Frame of the Preloader Scene as in this example
15. Select the Preloader Scene row from the Timeline. Right-click on Frame 0 and select If Frame Loaded
from the context Menu. This section will be added to and highlighted in the 'Actions' Panel window. By
default it will add the 'If Frame 0 of Preloader is Loaded' Event to the 'Actions' Panel. This Action will
be highlighted. Change the value from 0 to 10 in the 'Frame number' edit box. From the Scene drop-
down Menu, select Scene 3
16. Press the 'Add Action' button and select Go to Frame from the Menu. Leave the Frame value at 0.
Select Scene 1 from the Scene drop-down Menu
You need to add one more action for your Preloader to function properly
17. Right-click on Frame 30 in the Preloader Scene row and select If Frame Loaded from the Menu.
Change the value from 0 to -1 in the 'Number' edit box, and select Scene 3 from the drop-down Menu.
Press Add Action again and select Go to Frame from the Menu. Change the value from 0 to 35 in the
'Number' edit box. Leave the Scene set to Preloader
Note: The -1 value refers to the last Frame of a Scene. You are instructing the player to download the
entire Movie before playing
Note: For the Go to Frame Action Scene, you can select a Scene by name e.g., Scene 3 as in this
example, or choose a relative Scene name such as _LAST_SCENE_ from the Menu
18. Press the 'Play Movie' button. You will not see the Preloader Scene; as this is a local file your entire
Movie is loaded instantaneously. Press the 'Stop Movie' button
You are now ready to continue with the Exporting your movie and Getting it Ready for the Web tutorial.
5.1.9 Exporting your Movie and Getting it Ready for the Web
This is a step-by-step tutorial for exporting your Movie.
1. Open "myfirst.swi"
2. From the File Menu, select Export | HTML. From the 'Publish SWiSH Movie' dialog box, locate the
folder you wish to save your files to, and press Save. This will export your Movie in the .swf file format
(which the Flash Player will read) and the HTML page that your Movie will be embedded in.
3. Upload the .swf and .htm files to your server. Your Movie is now ready to play on the Web
Note : You can find more information on the options available when publishing your Movies in the
Export Panel section of this manual. You will also find that the section Using SWiSH with Other Programs
covers the export options and parameters in some detail, particularly in the tutorial
Using SWiSH with Dreamweaver.
To view your Movie as it will be seen on the Web, locate and open "myfirst.html". This will play your Movie
in your default browser.
2. On the 'Outline' Panel select Scene 1 and copy to the Clipboard by holding down the Control while
pressing the C key (Ctrl+C) on your keyboard
3. Select File | New and close "first.swi" without saving changes. Adjust your new Movie stage size to
match "first.swi" by selecting the Movie Panel and changing the Width to 700, Height to 450
4. Paste in Scene 1 from the Clipboard by selecting Edit | Paste from the Main Menu or Control+V on
your keyboard
Note: Remember to delete the Scene 1 created with your new Movie, so that you have only one Scene 1 in
the Timeline. It should have a + symbol beside it
5. Add a new Text Object by pressing the 'Insert Text' button or by selecting Insert | Text from the Main
Menu. Change the size to '36', and change the text to read "Go to Swishzone"
6. On the 'Timeline' Panel click on Frame 122 in the Timeline row labeled "Go to Swishzone" and add a
Place Effect.
This will open the 'Place Settings' dialog box. As we are not changing anything about the Place Effect,
simply close this panel. You will notice that a Place Effect marker is now visible at Frame 122
Note: Simply closing the 'Place Settings' dialog box will place your Effect on the selected object at the
specified Fame on your Timeline
7. Select the 'Timeline' Panel tab and select Frame 10 in the row labeled Scene 1 ('Scene' is always the
top row in the Timeline). Press Add Action and choose Stop from the Actions Menu
Note: When you move your mouse over the action marker you should see a ToolTip indicating the Stop
Action
8. Now select the 'this' Text object (bottom row of the Timeline) and click on the Actions Panel
9. Press Add Event and choose On Release from the Menu (the 'Add Event' icon was chosen
because Events are 'triggers' to Actions)
The 'Add Event' button will change to Add Action, and the selected Mouse Event will show in the
window below the button, and also as a checked box on the right of the panel (you can change your
chosen event easily here at any time)
10. Press Add Action and choose Play from the Menu
11. Press Play on the Control Toolbar. The 'this' Text Object will fade in and grow onto the screen then
the Movie will stop because of the Stop Action at Frame 10. Now move your mouse over the 'this' Text
Object and click and release the mouse button. When the mouse is released the Movie continues
playing because of the Play Action that is triggered On Release. Press Stop on the Toolbar
12. Now go back to the Timeline Panel and select Frame 122 in the row labeled Scene 1
13. Press Add Action and choose Stop from the Actions Menu.
The Actions panel should now look something like this:
(note that the two stop actions have been artificially emphasised to clearly indicate what you have just
done)
14. On the 'Timeline' Panel, select the 'Go to Swishzone' object and click on the Actions Panel
15. Press Add Event and choose On Press from the Menu
16. Press Add Action and select Goto Frame from the Menu. You should now see the Goto Frame
Properties on the the right side of the Actions Panel
17. Scene 1 and Frame Number 0 (zero) are preselected in the Goto Frame properties. Make sure the
'Goto' and 'Play' options are checked
Note: The 'Goto Frame' dialog box will default to Frame 0 | Scene 1. If you wish to direct the Play Head to
a different Frame or Scene, enter the Frame and Scene numbers in the dialog box
18. Press Add Action again and choose Goto URL from the Menu. You should now see the Goto URL
properties on the the right side of the 'Actions' Panel
20. You will be able to test most of your Actions by pressing Play on the Control Toolbar . The 'this' Text
Object will fade in and grow onto the screen, then the Movie will stop. Click and release the mouse
button over this object. The Movie will continue playing and run the rest of your animation until "Go to
swishzone" appears and then it will stop. Now move the mouse over the "Go to swishzone" object and
press the mouse button. The Movie will restart at Frame 0
21. To test the Goto URL Action, select File | Test | In Browser. Your default browser will open and your
Movie will start and then stop when it reaches the first Stop Action you applied at Frame 10, click on
the 'this' object to carry on playing your Movie. When it reaches "Go to Swishzone" it will stop (at the
Stop Action you applied at Frame 122). Click on the "Go to Swishzone" object. Your Movie will go back
to the start and, at the same time, a new browser window is launched and will display the URL
http://swishzone.com
Note: Testing the Goto URL Action requires testing in a browser rather than using the 'Play' button on your
'Control' Toolbar
22. You will have noticed that there are other Actions already applied in this Scene. On the Scene line on
the 'Timeline' Panel, select the Action marker in Frame 110, hold down the Shift key while you also
select the marker in Frame 111 and then press the Delete key on your keyboard
23. On the Timeline in the Scene line, double-click on the sound Action marker on Frame 1. This will open
the 'Actions' Panel where you can then select Play Sound to open the 'Import' dialog box
24. Import a wave file from your system and you will find that it is automatically added to the Play Sound
Action list on the left. By double-clicking on the sound in the Content list you will open the 'Play
Options' dialog box, where you can select the number of times you want your sound to loop, apply
various Effects such as fade and pan and also define the length of time and number of Frames your
sound will play for
Buttons can be created using the 'Insert Button' icon on the 'Insert' Toolbar or by converting an existing
object into a button by selecting Modify | Convert to Button on the main Menu. This second option is the
method illustrated in this tutorial.
1. Create a red circle using the 'Ellipse' vector tool from the Toolbar on the 'Layout' Panel (hold down the
Shift key on your keyboard while you drag out the shape to make a circle)
4. Select the ellipse in the Over State and press Control+C to copy, and Control+V to paste a duplicate
into this Over State
Your 'Outline' Pane should now look like this:
5. Open the 'Shape' Panel and select "None" for the Fill type, and then right-click on the Ellipse in the
'Outline' Panel and select Convert | Convert to Sprite. Your 'Outline' Panel should now look like this:
6. Double-clicking on the Sprite in the 'Outline' Panel will open the 'Timeline' Panel showing the Timeline
for the Sprite Object. Your Timeline should look like this:
7. On the Timeline, double-click on Frame 10 in the 'Ellipse' object row. This will insert a Move Effect.
Your Timeline should look like this:
8. Double-click on the Keyframe at the end of the Move Effect. This will open the 'Move Settings' dialog
box. In this dialog box, select Scale | Resize to Scale | 300% and then Alpha | To Transparent. Press
the 'Play Scene' button on your 'Control' Toolbar to preview your Sprite
9. On the 'Timeline' Panel, select the Scene 1 row and press 'Play' to see how the mouseover works to
this point. Move the mouse over your red circle. You should see a black circle radiating out from the
red circle and fading out
10. Open your 'Outline' Panel to finish editing your button. Select the ellipse in the Over State, then open
the 'Shape' Panel and change the color to a bright green. Then go back to the 'Outline' Panel and
select the ellipse in the Down State, changing the color to blue in the 'Shape' Panel
11. You are finished. Press the 'Play' button on the 'Control' Toolbar to test your button
Note: Flash cannot embed your .swi (SWiSH working file format) Movie, so you will need to export your
Movie from Swish as a .swf file
1. Start with the Movie you created in the first tutorial or open "first.swi" from the Samples Menu
2. Uncheck the 'Offset Movie to suit use as a Movie Clip' option on the Movie section of the Export Panel
3. Press the 'Export to SWF' button on the Export Toolbar, or select Export | Swf from the File Menu.
You should now see the 'Export to SWF' dialog box
Note: If the 'Export' Toolbar is not visible, select View | Customise | Toolbars. The dialog box will enable
you to turn on the Export Toolbar
4. Choose the folder where you want to export the .swf file, enter a file name of "first.swf" (without
quotation marks) and press the 'Save' button
Note: There is a bug in Flash, in addition to the limitations mentioned above, where it will not import some
valid SWF files. In particular, it will crash if a SWF file does not have a particular record that not actually
required in a SWF file. There are two situations in which SWiSH leaves out this optional record. The first
is when you select the [x] Solid shape with overlap filled checkbox on the Shape Panel. This option tells
SWiSH to export a shape as a font, which has different behavior for self-overlapping shapes. The
information Flash requires is not applicable and so is not exported. The second is when you explicitly turn
off the font info record with the [x] Allow import of text as text object checkbox on the
Export Movie Panel . This tells SWiSH to omit the optional record for all text, which reduces the size of the
resulting SWF file.
1. Start the 'Macromedia Flash' application and open the Flash Movie (.fla file) you wish to add the
SWiSH Movie to
2. Select Import from the File Menu. You should now see the 'Flash Import' dialog box:
3. Select "Flash Player (*.swf, *.spl)" from the 'Files of type' box
4. Locate to the folder where you exported the .swf file, choose "first.swf", and press Open
5. You should now see a new layer in the Flash Timeline. This layer will contain the entire SWiSH Movie
Note:
· Swish cannot export a .fla file directly because .fla is a closed format. Only Macromedia Flash can read
and write .fla files
· All Keyframe and tweening information is lost when the SWiSH .swi Movie is converted to a .swf file
and imported into Flash. Flash will import every Frame as a Keyframe. This does not mean .swf files
made with SWiSH are larger than those made with Flash. No .swf file made with any application
contains Keyframes or tweens. This is not really a problem unless you want to edit the tweens on
individual letters in Flash. It is much easier to do your edits in SWiSH and import the whole thing into
Flash
· To relocate your imported elements you will need to move every Keyframe, and for this reason, it may
be better to import your SWiSH .swf into Flash as a Movie Clip symbol
1. Start the 'Macromedia Flash' application and open the Flash Movie (.fla file) you would like to add the
SWiSH .swf Movie to
3. Call the symbol "first.swi", select the 'Movie Clip' Behavior and press OK
4. Select Import from the File Menu. You should now see the 'Flash Import' dialog box
5. Select 'Flash Player (*.swf, *.spl)' from the 'Files of type' box
6. Change to the folder where you exported the .swf file, choose "first.swf", and press Open
7. Now select the Flash Scene where you would like to add the SWiSH animation
8. Select Library from the 'Window' Menu if the Library is not already open
9. Drag and drop "first.swi" from the 'Library' window onto the stage. You can now select and move the
SWiSH animation as a single object
10. Select Control | Test Movie or File | Publish Preview to play the complete animation
Note:
· Unless instruct otherwise, the SWiSH Movie Clip will begin playing at the Frame where you dropped it
· You can stop and start the SWiSH Movie Clip by giving it an Instance name and using Tell Target to
control the SWiSH animation
· Flash does not import the attached sounds and Actions with any .swf file , regardless of whether the .swf
file was made with SWiSH, Flash or any other application
Method 3. Importing a SWiSH .swf Movie using the Load Movie Action
To get around the limitation of not being able to import sounds and Actions, it may be better to use the
Load Movie Action in Flash.
1. Start the 'Macromedia Flash' application and open the Flash Movie (.fla file) you would like to add the
SWiSH .swf Movie to
2. Click the 'Add Layer' button in the bottom left of the Flash Timeline
3. Double-click on the Frame where you would like the SWiSH Movie to begin
7. Select Control | Test Movie or File | Publish Preview to play the complete animation
Note:
· The SWiSH .swf Movie should be exported to the same folder as the Flash Movie, otherwise the Load
Movie Action will fail
· The 'Flash Output' window will display an error message when it cannot load a Movie
· Flash uses the Windows Temporary Folder when you select the Control | Test Movie option
· Flash uses the Flash installation folder when you select File | Publish Preview
Note: FrontPage 2000 cannot embed your .swi (SWiSH working file format) Movie directly. You will need
to export your SWiSH Movie in the Flash Player file format (.swf)
Importing your SWiSH Movie into FrontPage is a three-part process involving three files:
· the .swi file is your SWiSH Movie saved in the SWiSH native file format
· the .swf file is your SWiSH Movie saved in the Flash Player file format
· the .htm file is the web page that acts as a 'container' for the SWiSH Movie when it is displayed in a web
browser.
The .swi file is not required to play your SWiSH Movie in a web page, and does not need to be uploaded to
your web server. Both the .swf and .htm files must be uploaded your web server and they must be in the
same folder.
1. Start with the Movie you created in the first tutorial or open "first.swi" from the Samples Menu
2. Uncheck the 'Offset Movie to suit use as a Movie Clip' option on the Movie section of the Export Panel
)
Note: If you can't see the 'Export' Panel, select Export from the Panels Menu
You can also press the 'Export to SWF' button on the Export Toolbar if this toolbar is visible. If the
button is not visible, select View | Customise | Toolbars. The dialog box will enable you to turn on the
Export Toolbar
4. You should now see the 'Export to SWF' dialog box. Choose the same folder where your web page
(.htm) file is located, enter a file name of "first.swf" (without quotes) and press the 'Save' button
Note: You must save the Flash Player (.swf) file in the same folder as the web page (.htm) file
1. Select Export | HTML to Clipboard from the File Menu. This copies the HTML code required to display
the SWiSH Movie onto the Windows Clipboard so you can paste it into your web page
Step 3: Insert your SWiSH Movie into a web page using FrontPage
1. Start FrontPage and open the web page (.htm file) where you want to insert the SWiSH Movie. If you
are inserting the SWiSH Movie into a new web page, you should first save the empty web page in the
same folder as the .swf file
2. Position the caret at the place in your web page where you want to insert the SWiSH Movie
4. You should now see the 'HTML Markup' window. Right-click in the text area and choose Paste.
The 'HTML Markup' window should now look the screenshot below:
You should now see the following HTML code inserted into your web page:
Note: You should not modify any of the HTML code between the <object> and </object> tags
You should now see the SWiSH Movie playing inside your FrontPage web page
Trouble-shooting
The most common mistake is to not save the web page (HTML) file and Flash Player (.swf) file in the same
folder. If these files are not in the same folder, or the .swf file is missing, your SWiSH Movie will not play.
When you upload the web page to your web server, you should make sure that the .swf and .htm files are
in the same folder on your web server as well.
Note: Dreamweaver cannot embed your .swi (SWiSH working file format) Movie. You will need to export
your SWiSH Movie to the Flash Player file format (.swf)
1. Start with the Movie you created in the first tutorial or open "first.swi" from the Samples Menu
2. Uncheck the 'Offset Movie to suit use as a Movie Clip' option on the Movie section of the Export Panel
3. Press the 'Export to SWF' button on the Export Toolbar , or select Export | SWF from the
File Menu. You should now see the 'Export to SWF' dialog box
Note: If the 'Export to SWF' button is not visible, select View | Customise | Toolbars. The dialog box will
enable you to turn on the Export Toolbar
4. Choose the folder where you want to export the SWF file, enter a file name of " first.swf " (without
quotes) and press the 'Save' button
Note: Any export parameters that you set for HTML in the 'Export' Panel of SWiSH will be ignored by
Dreamweaver if you simply import your SWF rather than producing your HTML page in SWiSH and then
opening it in Dreamweaver to edit
Open dreamweaver and you will find that there are 2 ways to access the 'insert flash' object:
1. From the Main Menu bar select Insert | Media | Flash (Ctrl+Alt+F)
2. From the Dreamweaver 'Objects' Panel ( Ctrl+F2 ), select the Flash icon and click on it, or drag it
to the insertion point on your page.
Once you have selected the Movie you wish to insert, Dreamweaver will generate the most common
parameters automatically.
If you open your Code Inspector ( F10 ), you will see the code that is produced.
It will look like this (the parameters automatically set by Dreamweaver are highlighted):
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=5,0,0,0"
width="600" height="400">
<param name=movie value="squeezevariations.swf">
<param name=quality value=high>
<embed src="squeezevariations.swf" quality=high
pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=Shockw
aveFlash" type="application/x-shockwave-flash" width="600" height="400">
</embed>
</object>
This code contains both the <embed></embed> tags recognized by Netscape Navigator and the
<object></object> tags recognized by Internet Explorer.
Note: Dreamweaver 3 users may see a slightly different Properties Inspector (without the Play button)
W, H: specify the width and height parameters of your Movie in pixels (you can also specify %)
Align: specifies the align parameter, which aligns your Movie to a selected side of the browser window and
crops the other sides to fit if needed
Bg: specifies the BGCOLOR parameter for the Movie area. This color also appears while the Movie is
loading or has finished playing (this is an optional parameter)
Quality sets the quality parameter for the Object and embed tags that run the Movie. The settings relate to
the level of anti-aliasing used during playback of the Movie. With higher settings a Movie looks better, but
requires a faster processor to render correctly, while lower settings emphasize speed above appearance
(this is an optional parameter)
Scale: sets the scale parameter for the Object and Embed tags that run the Movie (this is an optional
parameter)
Autoplay: defines the play parameter. A value of 'true' plays the Movie automatically when the page loads
(this is an optional parameter)
Loop: controls the loop parameter, if set to true it makes the Movie loop indefinitely (this is an optional
parameter)
id: is an ActiveX ID parameter, which is used to pass information between ActiveX controls (this parameter
is automatically generated in your SWiSH produced HTML page) [this is an optional parameter]
V Space, H Space: HTML parameters, which set the amount of white space between your Movie and the
browser window
'Parameters' button: opens a dialog box where you can add additional parameters to pass on to the Movie
You can preview your Movie from the 'Properties' Panel by pressing the 'Play' button.
If you open your Code Inspector (F10), you will see the code that is produced.
It will look like this (the parameters set by the user in Swish are highlighted):
<center>
<OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
codebase="http://active.macromedia.com/flash2/cabs/swflash.cab#version=4,0,0,0"
id=ball width=600 height=400 align=left>
<PARAM name=movie value="ball.swf">
<PARAM name=quality value=autolow>
<PARAM name=scale value=noborder>
<PARAM name=align value=left>
<PARAM name=wmode value=transparent>
<PARAM name=bgcolor value="#666666">
<EMBED name="ball" src="ball.swf" quality =autolow scale=noborder align=left wmode=transparent
bgcolor="#666666"
width=600 height=400
type="application/x-shockwave-flash"
pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Versi
on=ShockwaveFlash">
</EMBED>
</OBJECT>
</center>
This code contains both the <embed></embed> tags recognized by Netscape Navigator and the
<object></object> tags recognized by Internet Explorer. It also covers a more comprehensive range of
SWF Movie parameters.
Note: Dreamweaver 3 users may see a slightly different Properties Inspector (without the Play button)
You will see some of the parameters that you specified on the 'Export' Panel in SWiSH. You can change
these by selecting alternatives from the drop-down Menus, or typing a value into the text input boxes.
To see all the parameters you set, you will also need to open the 'Parameters' dialog box by pressing the
'Parameters' button on the Properties Inspector.
This dialog box and the Properties Inspector will allow you to edit all the SWF parameters of your Movie.
You can also edit the code directly by opening the Code Inspector (F10) and typing in your changes.
Note: Some .swf Movie parameters should not be changed, or changed with care:
classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
Identifies the media type and should always be left as shown for .swf Movies.
codebase="http://active.macromedia.com/flash2/cabs/swflash.cab#version=4,0,0,0"
You can change the cab#version to =5,0,0,0 to force the Movie to get the ActiveX control for Flash Player
Version 5.
pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveF
lash"
This is the location of the Flash player plugin for Netscape Navigator or browsers that do not use ActiveX
controls.
Note: PowerPoint cannot embed your .swi (SWiSH working file format) Movie.You will need to export your
SWiSH Movie to the Flash Player file format (.swf)
1. Start with the Movie you created in the first tutorial or open "first.swi" from the Samples Menu
2. Uncheck the 'Offset Movie to suit use as a Movie Clip' option on the Movie section of the Export Panel
3. Press the 'Export to SWF' button on the Export Toolbar , or select Export | SWF from the
File Menu. You should now see the 'Export to SWF' dialog box
Note: If this button is not visible, select View | Customise | Toolbars. The dialog box will enable you to turn
on the Export Toolbar
4. Choose the folder where you want to export the .swf file, enter a file name of " f irst.swf " (without
quotes) and press the 'Save' button
1. Open PowerPoint and and select the project where you wish to place your Movie. Create a new slide
2. On your Main Menu bar select View | Toolbars | Visual basic. This will display the 'Visual Basic' Toolbar
3. Select the 'Control' Toolbox icon and open the 'Control' Toolbox
4. Select the 'More Controls' icon and scroll down the list to Shockwave Flash Object
Note: What you are doing is inserting an Active X control. You must use the Shockwave Flash Object to
see your .swf Movie
5. You will notice that your mouse pointer has changed to a cross hair cursor. Draw out a rectangle on
your slide (the size can be adjusted later)
6. Right-click on the rectangle you have just drawn and select Properties. This will open a list of Movie
properties that you can apply
8. Test your Movie by selecting Slide show | View show. You will see your .swf Movie playing on the slide
you placed it on
9. Adjust the size to suit your requirements by clicking on the Movie to turn on the drag control points.
Drag the Movie boundaries to the dimensions you require
How can I make my Movie less crowded so I can more easily work on particular objects?
Use the 'Eye' icons in the Outline Panel, or right-click on an object and select the Show or Hide options
from the Menu. Hidden objects still exist in the Movie and can still be selected and edited from the
Timeline Panel, but do not appear in the Layout Panel while editing or in Preview Frame mode.
How can I see work with the 'Layout' window at actual scale?
Click on the View at 100% button. This will also re-center the stage within the Layout Panel.
How can I see all the objects in a Scene, even those that are off stage?
Select the whole Scene and select the View | Fit Objects in Window command.
How can I Zoom in or out to see all the objects I have selected?
Use View | Fit Objects in Window .
How can I make two or more copies of something without having to copy and paste all the time?
Use Insert | Instance or Edit | Make Instance to create an Instance of a Sprite. As clones, Instances always
remain the same as the reference Sprite they are copies of, but can have their own name, Effects and
Events.
How can I make room for new Effect Frames between existing Effects?
Use Insert | Insert Frames and Insert | Delete Frames to add or remove Frames for all objects in the
Scene. You can use this to make room for extra Effects. If you want to move Effects for a single object,
simply select the Effects you want to move and drag them to the left or right in the Timeline Panel.
How can I apply an Effect to a number of objects (for example, explode a group of shapes)?
Select all the objects you want to combine and use Modify | Grouping | Group to create a Group Object.
You can then apply a Complex Effect (such as Explode) to the Group, which will apply to the individual
objects inside the Group.
Why do some fonts display incorrectly when I opened a SWiSH Movie created on another machine?
You do not have all the fonts installed on your machine. Missing fonts will be displayed as Times New
Roman. You need to install all the fonts used in the SWiSH Movie onto your computer.
Note: Fonts do not need to be installed to play SWiSH animations over the internet
Why is the Sprite off center in the 'Layout' Panel, or not visible at all?
When you expand a Sprite to edit it, the system of co-ordinates in the Layout Panel changes from Scene
co-ordinates to Sprite co-ordinates. This will make the objects in the Sprite go off center. Use the
View | View at 100% or View | Fit Objects in Window to recenter the Layout Panel.
Why does the cursor still move in jumps when I turned of the Grid?
Even if you have hidden the Grid, you may still have Snap to Grid turned on. These are separate options
under the View Menu. You can have the Grid visible, but no snapping; or the Grid hidden and snapping
turned on. Use View | Snap to Grid to turn Grid snapping on or off. You can also turn this on or off, and set
the Grid size, from the Movie Panel.
My Panels and Toolbars are all mixed up. How do I reset SWiSH to the default layout?
You can restore the Panels to the default layout by selecting Panels | Reset to Defaults. You can restore
the Toolbars to the default layout by selecting Tools | Customize and pressing Reset All on the
Toolbars tab. If your SWiSH layout is still mixed up, follow this procedure:
1. close SWiSH if it is running
2. press the Windows 'Start' button and select Run...
3. type "regedit" (without quotes) into the Open edit box and press OK to open the Registry Editor
4. in the Registry Editor open the folder: My Computer\HKEY_CURRENT_USER\Software\
5. select the DJJ Holdings folder, right-click and select Delete
6. close the Registry Editor
7. restart SWiSH.
SWiSH will now start with the default layout.
I imported my SWF file into Flash ok, but when I play the Flash movie thee is nothing there. Why?
There is a bug in Flash when importing a SWF that has masking. Even though it looks ok inside Flash
itself, when Flash generates a SWF file, nothing is visible. To avoid this, ensure that the [x] Mask off-
stage objects option is turned off in the Export Movie Panel .
A warning message was displayed when I tried to select an Adobe PostScript font. Why?
Due to a bug in Adobe Type Manager 4.0 (and earlier) for Windows NT, use of PostScript fonts may cause
SWiSH to close.
To fix this either:
· Update to ATM 4.1 or later (ATM Lite is a free download)
· Turn off ATM 4.0, and convert your PostScript fonts to TrueType using Windows NT TrueType
Converter.
To do this:
1. turn off ATM 4.0
2. restart Windows NT
3. go to Start | Settings | Control Panel | Fonts | File | Install New Font
4. in the 'Install Type 1 Font' dialog box turn on Convert Type 1 Font to TrueType and Install Type1 Font
Files for use on a PostScript printer. Turn off Copy Type 1 Font Files to Fonts Folder
5. click Yes.
SWiSH animations imported into Flash are difficult to select and move. How do I make them easier
to manipulate?
Import the .swf file as a Movie clip instead of as a layer. See Importing a SWiSH Movie into Flash .
When I import a .swf into a Flash Movie clip, the animation is shifted down and to the right. How do
I fix this?
In SWiSH, check the 'Offset to suit use as a Movie Clip' option in the Movie section of the Export Panel .
Re-export the .swf from SWiSH, and re-import it into Flash as a Movie clip. See
Importing a SWiSH Movie into Flash .
When I import a .swf into a Flash layer, the animation is shifted up and to the left. How do I fix
this?
In SWiSH, uncheck the 'Offset to suit use as a Movie Clip' option in the Movie section of the Export Panel .
Re-export the .swf from SWiSH, and re-import it into Flash as a layer. See
Importing a SWiSH Movie into Flash .
Why don't sounds and actions I added in SWiSH import into Flash?
This is a limitation of Flash. Flash will not import Actions, buttons, sounds, or Sprites (Movie clips) from a
.swf file. Read this Technote from Macromedia. See Importing a SWiSH Movie into Flash .
Why can't I see anything when I export from Flash after I import my SWF files?
There is a bug in Flash, in addition to the limitations mentioned above, where it will not generate bad SWF
files after importing SWiSH file that have masking. In particular, if you turn on the [x] Mask off-stage
objects checkbox in the Export Movie Panel , Flash will get confused if you import the resultant SWF file.
See Importing a SWiSH Movie into Flash .
6.6 Flash
Do I need Macromedia Flash installed to use SWiSH?
No. SWiSH is a stand-alone application. It is not a plugin for Macromedia Flash. SWiSH can export .swf
animations and create web pages without Flash being installed. However, you may find it useful to have the
Flash Player installed on your computer. SWiSH is very useful for Flash users because it allows them to
import Text Effects into larger Flash Movies.
How can I reduce the size of the .swf file produced in SWiSH?
There are a number of techniques you can use. These include:
· reusing similar fonts in similar sizes and colors
· using smaller image and sound files. You can also change JPEG and sound compression options (e.g.
choose MP3 compression)
· looping short sound clips rather than using a single long clip
· using vector graphics rather than bitmap (raster) images
· reusing sprites. Use instances to ensure copies of sprites remain identical.
· minimizing the use of Effects where lots of objects (or components of objects) are moving at once (such
as explode and squeeze)
· changing the options for 'Text as Shapes' and 'Share Font'. Although the default settings are usually the
best, in some cases you can get smaller file sizes by changing these settings
· checking the 'Do not animate off-stage objects' option on the Export Panel - this removes animation of
objects that are outside the 'Movie' window of the .swf file
· unchecking the 'Allow import of text as text object' option on the Export Panel - this removes some
information that is only required when importing the .swf into Flash.
Why does my Movie pause or play slowly when playing from the Internet?
The .swf file format requires fonts, shapes, image, sounds and so on to be defined before they are used.
These definitions take up space in the .swf file and time to download. By default, SWiSH will export these
content definitions at the Frame where they are first used. This can mean that playing will slow down or
pause while the definitions at a Frame are downloaded. You can use various preloading techniques to stop
this from happening and to make you Movie appear to load quicker and play more smoothly.
Why does my movie play at different speeds or slows down or speeds up partway through?
The frame rate (fps) is a maximum rate only. The Flash Player will render every frame of your animation.
If a particular frame (or series of frames) involves a lot of computation, then that will slow down the play
rate. Things that require a lot of work by the Flash Player (and therefore slow down your movie) are lots of
objects with alpha < 100% (eg faded), or animating large bitmaps, or having lots of objects animated at the
same time. If playback speed is a problem, look for these things and try altering your design to avoid them.
How can I find out what things are taking up space in my .swf file, and where they are?
Use the File | Test | Report command to see a breakdown of how much room is taken up by various SWF
tags in each scene. You can use this to help fine tune the file size and performance.
If you are adding a SWiSH animation to your web page, you will need to copy the necessary tags into your
web page. You can get the tags in SWiSH v1.x by using the 'Export' tab, 'Copy HTML to Clipboard' button.
In SWiSH v2 the menu option sequence File | Export | HTML to Clipboard will copy the tags to the
clipboard so you can paste them into your page.
If you don't know html or don't have an editor, you can get a .html page fully made up for you, by using File
| Publish in SWiSH v1.x and File | Export | HTML in SWiSH v2. In SWiSH v1.x, Publish will automatically
create a .swf file for you. In SWiSH v2, you will need to use File | Export | SWF to create the .swf files.
Keep the two files in the same directory. Upload them both to your web server. Unfortunately we cannot
give generalized instructions for uploading, as many web servers are different. However if you are using ftp
to upload your files, you must upload the .swf file in binary mode otherwise it will be corrupted. All FTP
programs have options for this.
Why wont my movie play ? My browser (Internet Explorer) sits there with a black window, and
downloads the file for 10 minutes! My browser (Netscape) displays a broken link or tries to
download the plugin again!
Cause: .swf file has not been uploaded to the web server.
Remedy: upload the .swf file as well as your .html file to your server
Cause: .swf file is corrupted on the server.
Remedy: upload the .swf file again via ftp and binary mode
Cause: your object and embed tags have the wrong filename
Remedy: edit your object and embed tags to have the correct file name
Cause: Mime types on your server are missing or incorrect
Remedy: visit this page at Macromedia for procedures to resolve this
http://www.macromedia.com/support/flash/ts/documents/tn4151.html
Why won't my movie work ? It works in Internet Explorer but not in Netscape
Cause: the embed tag is missing
Remedy: use the File | Export | HTML to Clipboard (SWiSH v2) to get a full set of tags for your file, and
paste that over your current object and embed tags in your html editor.
Cause: the filename contains unusual characters such as spaces.
Remedy: Rename the file in SWiSH to have only alpha numeric . - and _ characters, re-export the file, and
recreate your tags (the File | Export | HTML to Clipboard option). Paste in your updated tags.
My movie is not in the same position in Netscape Communicator compared to Microsoft Internet
Explorer
Causes: This can be because your html is not strictly correct, and some parts are missing in one or the
other browser. Generally Microsoft Internet Explorer will try and "render around problems". Netscape
Communicator is less tolerant of poorly formed html. Alignment problems in Netscape Communicator can
be caused by excess white space in table definitions (in and around the tr and td tags). It can be caused by
using CSS syntax to position elements, which Netscape Communicator 4 implements differently to other
browsers. It can be caused by simple differences in the browsers themselves (Netscape Communicator
4.06 positions slightly differently to Communicator 4.08 and all other Netscape browsers that followed).
Microsoft Internet Explorer positions things slightly differently to Netscape Communicator in general,
particulary with tables and margin sizes.
Remedy : These are html and browser problems, not SWiSH problems. You'll get different problems
depending on which editors and browsers you use to create and test your pages. Each situation is different
and you'll have to experiment to get it right. Here are some things to try. Try removing excess whitespace.
Try setting more element positions explicitely. (use fixed sizes in tables, put size parameters for pictures
etc). Try simplifying your tables, (less column and row spans). Use sub tables instead. Try setting fonts
explicitely. Try removing fussy aspects of your design, or replace cut up pictures with single pictures. If you
have Dreamweaver and Frontpage, try loading the file into Dreamweaver and using the "strip microsoft'
command.
There are many useful sources of correct html syntax. The official reference is this site :
http://www.w3c.org/
My html background image doesn't show through the movie, even though I chose transparent
Transparency is only supported by Microsoft Internet Explorer 5 onwards. It will not work in Netscape
Communicator, Mozilla, or Microsoft Internet Explorer 3, or 4.
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"
codebase="http://active.macromedia.com/flash2/cabs/swflash.cab#version=4,0,0,0" id="Movie1"
width="400" height="300">
the object tag, tells the browser were to find a downloadable player if one is not installed already. If you
want the movie to fill the browser window, set the width to "100%" and height to "100%"
<param name="movie" value="Movie1.swf">
the above param tag tells the browser which .swf file to play
<param name="quality" value="high">
this parameter controls the playback quality. Set it to low or auto-low if you are having problems with anti-
aliased text
<param name="bgcolor" value="#FFFFFF">
this tag controls the background colour of the movie. It overrides any settings in the movie itself. If your
movies background doesn't match your html body background colour, (when you meant it to), this tag is
always the cause.
<embed name="Movie1" src="Movie1.swf" quality="high" bgcolor="#FFFFFF" width="400"
height="300" type="application/x-shockwave-flash"
pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=Sho
ckwaveFlash">
The embed tag does everything that the object and parameter tags do for IE, in one tag for the Netscape
browser. Note that it is usually within the Object tag. (most versions of IE understand both embed and
object, so if you don't put the embed inside the object tag, you'll get 2 movies in IE and one movie in
Netscape). The properties work the same as the individual parameter tags do for IE. The most important
thing to note, if you change a param tag for IE, you must make the same change to the corresponding
embed tag property to retain consistent results across both browser types.
</embed>
</object>
these tags close the embed and object tags. The object tag is always after or below the embed tag. (the
Before using a disk defragmentation program on a drive that has SWiSH software installed on it, please
configure the program so that so that it will always exclude the following files from its defragmentation
process: swish2.ENT, swish2.RST, swish2.KEY, swish2.41s.
These files are located in the SWiSH program folder (typically C:\Program Files\SWiSH v2.0). Failure to
exclude these files from the defragmentation process will cause your license to be lost and prevent you
from running SWiSH until you obtain a new license. See Site Key Registration.
Once you have excluded these files, you may run the defragmentation program as you would normally.
Instructions for excluding files from some common defragmentation programs are given below:
Norton Utilities Speed Disk for Windows 95/98 Versions 2.X, 3.X, and 4.X
To set files as unmovable:
1. Open Speed Disk.
2. Click Properties, and click Options. The Options for Speed Disk dialog box appears.
3. Click Full Optimization.
4. Click Customize. The Customize dialog box appears.
5. Click the Unmovables tab.
6. In the File Specification box, enter "swish2.ent" then Click Add. Note since the license files are hidden,
you cannot browse for them via the Speed Disk dialog box.
7. Enter "swish2.rst" then Click Add.
8. Enter "swish2.41s" then Click Add.
9. Enter "swish2.key" then Click Add.
10. Click OK to close the 'Customize Full Optimization' dialog.
11. IMPORTANT - Click Save on the 'Options for Speed Disk' dialog to save the new settings.
12. Click OK to close the dialog box.
13. Close Speed disk.
14. Re-open Speed disk and verify settings by repeating steps 1 to 5.
You are now ready to run Speed Disk. Additional information can be obtained from Speed Disk help and
Norton support Knowledge Base article 199852614850.
1 Appearance 106
At Frame Events 69
10006 26
AVI Export 94
3 AVI Export Options 160
3D Complex Effects 60 B
3D Spin Effect 61 Background 140
A Basic Complex Effects 50
Bezier Tool 129
Action Panel 150
Bitmap 92, 101
Actions 69, 101, 150
Blue Effect 47
Else 77
Bold 106
FS Command 84
Bring Forward 104
Goto Frame 72
Bring to Front 104
Goto URL 83 Bugs 226
If Dropped On 76 Button 97, 142
If Frame Loaded 73 Button Object 100
If Near 75 Button Objects 32
If Random 76 Buttons Tutorial 177
JavaScript 86 C
Load Movie 80
Camera Tab 42
Mailto 86 Cascade Tab 40
Play 71 Centre 106
Play Sound 81 Child Actions 73, 75, 76, 77, 78
Preload Content 71 Circle Tool 130
Set Label 70 cks.exe 24
Vortex 62 Delete 97
Delete Action 137
Wave 64
Delete Effect 137
Complex Objects 31, 34
Delete Frame 102
Button 32
Discounts 21
Group 34
Dragging 76, 77, 78
Instance 33 DreamWeaver and SWiSH Tutorial 216
Shape 32 Drivers 24
Sprite 33 Duration 162
Text 34
E
Content 92, 101
Easing Tab 38
Preload 71
Edit Menu 96
Continue from previous effect 162
Copy 96
Control Menu 106
Cut 96
Cue to End 107
Delete 97
Frame Preview 107
Hide 97
Play Effect 107
Make Instance 97
Play Movie 107
Paste 97
Play Scene 107
Properties 97
Preview Frame 107
Redo 96
Rewind to Start 107
Select All 97
Step Back 107
Show 97
Step Forward 107
Show All States 97
Stop 107
Undo 96
Conventions 17
Convert to Button 103 Editing Mode 132
Help 165
J
About LAME MP3 Encoder 117
About Macromedia Flash 117 JavaScript Action 86
JPEG Image 92, 101
About SWiSH... 117
Justification 106
Go to SWiSH Support Forums 117
Go to SWiSH web site 117 K
Purchase SWiSH... 117 Keyboard Map 115
SWiSH Help Topics 117 Keyframe 132
SWiSH Tutorials 117 L
Help Menu 117
Label 70, 72, 73
Hide 97
LAME MP3 Encoder 18
Hints 17
Layout Panel 132
History 17
Toolbox 134
HSL 163
Zoom Controls 135
HTML Export 94
HTML Export Options 155 Left Justify 106
Level 80, 81
I License 24
If Dropped On Action 76 Copying 26
If Frame Loaded Action 73 Kill 24
If Near Action 75 Moving 24
If Random Action 76 Network 26
Image 92, 101 Notice 24
Images Tutorial 170
Transfer 24
Import 92
License FAQ 26
Importing into SWiSH 228
Licensing 21, 232, 235
Importing SWiSH Movies into Flash 229
Line Tool 129
Insert Frame 101
Load Movie Action 80
Insert Menu 100
Loop Preview Animation 140
Action 101
Button 100 M
Content 101 Macintosh Support 232
Delete Frame 102 Macromedia 18
Effect 101 Flash Player 18
Event 101 Mailto Action 86
Image 101 Main Menu 89
Insert Frame 101 Make Instance 97
Menus 89
Instance 101
Control 106
Scene 100
Control ,Cue to End 107
Sprite 100
Control ,Frame Preview 107
Text 100
Control ,Play Effect 107
Instance 97, 101
Control ,Play Movie 107
Instance Objects 33
Control ,Play Scene 107
Interactivity Tutorial 189
Introduction 13 Control ,Preview Frame 107
Italic 106 Control ,Rewind to Start 107
242
View ,Zoom In 99 N
View ,Zoom Out 99 Network 24
Menus Tutorial 181 New 90
Modify Menu 102 New Window 91
Alignment 105 Norton 235
Appearance 106
O
Group 102
Object 142, 143, 144, 147, 148
Group As Shape 102
Object Export Options 159
Group As Sprite 102
Object Labels 137
Justification 106
Object Panel 141
Order ,Bring Forward 104 Object Rows 137
Order ,Bring to Front 104 Objects 31, 141
Order ,Send Backward 104 Complex 31, 34
Order ,Send to Back 104 Complex ,Button 32
Transform 105 Complex ,Group 34
Ungroup 102 Complex ,Instance 33
Motion Path 132 Complex ,Shape 32
Motion Path Tool 127 Complex ,Sprite 33
Motion Tab 35 Complex ,Text 34
Mouse Events 68 Outline 136
Drag Out 68
Timeline 137
Drag Over 68
Open 91, 95
Press 68
Open Sprite 136
Release 68 Order 104
Release Outside 68 Bring Forward 104
Roll Out 68 Bring to Front 104
Roll Over 68 Send Backward 104
Move Down 104, 136, 137 Send to Back 104
Move Effect 45 Other Programs and SWiSH Tutorials 208
Move Up 104, 136, 137 Outline Panel 136
Movie 18, 30 Outline Tree 136
Export 30
P
File Size 165
Frame Rate 31, 140 Pan Tool 131
View at 100% 99
Zoom In 99
Zoom Out 99
Vortex Effect 62
W
Wave Effect 64
wckserve 26
wckserve.exe 24
Websafe Colors 163
What's New 13
WMF File 92, 101
Workspace 132
Z
Zoom 99
Zoom Controls 135
Zoom In 99, 131
Zoom Out 99, 131
Zoom Tool 131
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