You’ve learned to manipulate shapes and animate them one at a time, in a single layer, but Adobe Flash CS3 Professional is capable of handling much more complicated animation tasks. To create complex animated movies, you’ll need to work with multiple shapes and multiple layers. You may even want to use multiple scenes to organize long animations. In this chapter, you learn to work with multiple layers in the Timeline, stack animations on the various layers to create more-complex movement, and save animations as reusable elements for easy manipulation—either as animated graphic symbols or as movie-clip symbols. With these techniques, you can really start to bring your animations to life.
If the Timeline is the table of contents for the “book” of your movie, scenes are the chapters. A Flash project requiring lots of animation may include hundreds of frames. You can break the animation into smaller chunks by creating scenes. When you publish a movie from a regular Flash document, the scenes play back in order unless you use the interactivity features to provide instructions for playing the scenes in a different order. (To learn more about interactivity in Flash movies, see Chapters 12 and 13.) Flash’s Scene panel makes it easy to see what scenes exist in your movie, create new scenes, delete scenes, and reorganize them.
To access the Scene panel:
• If the Scene panel isn’t open, choose Window > Other Panels > Scene.
The Scene panel appears. In a new Flash document, the Scene panel lists only the default Scene 1. When you add scenes to a movie, the Scene panel lists all the movie’s scenes in order (Figure 11.1).
To add a scene:
Do either of the following:
• Choose Insert > Scene (Figure 11.2).
• In the Scene panel, click the Add Scene button.
Flash adds another scene, giving it the default name Scene 2.
To select a scene to edit:
• Click the Edit Scene button in the Edit bar.
A pop-up menu of scenes appears; select a scene from the list.
• From the scrolling list in the Scene panel, select a scene.
Flash displays the selected scene on the Stage, puts the scene name in the current-scene box in the Edit bar, and places a check next to that scene’s name in the Edit Scene pop-up menu (Figure 11.3).
A dialog appears, asking you to confirm that you want to delete the selected scene (Figure 11.4).
Flash deletes the scene, removing it from the Edit Scene pop-up menu in the Edit bar as well as from the scrolling list in the Scene panel.
• If you don’t want to see the warning dialog when you delete a scene, -click (Mac) or Ctrl-click (Windows) the Delete Scene button in the Scene panel.
To change the scene order:
• In the Scene panel, drag a selected scene name up or down in the list.
Flash moves the clapper icon and scene name. In Windows, a highlighted line previews the new location for the scene; on the Mac, the highlight line underscores the name of the scene that will follow the scene you’re repositioning (Figure 11.5).
The Name field activates for entering text.
or
Click outside the text-entry field.
As your animation gets more complex, you’ll need to add layers to your document. You can perform editing operations on selected frames and layers, for example, by copying, cutting, and pasting frames across multiple layers. You can also insert frames, keyframes, and blank keyframes into selected frame spans and layers.
To select and copy frames in several layers:
Place content in the layers to help you see what’s going on as you work with the various frames and layers. Use the text tool, for example, to place the frame number in every other frame of layer 1 and to place a text block with the name of the layer in layers 2 and 3.
• In frame-based selection mode, click and drag as though you were drawing a selection rectangle from frame 5 through frame 10 in all three layers.
• In span-based selection mode, -click (Mac) or Ctrl-click (Windows), and drag to select a range of frames.
Flash highlights the selected frames (Figure 11.6).
Flash copies the frames and layer information to the Clipboard.
• To select a block of frames that spans several layers without dragging, in frame-based selection mode, click a frame at one of the four corners of the block. Then Shift-click the frame at the opposite corner. Flash selects all the frames in the rectangle that you’ve defined (Figure 11.7). In span-based selection style, -click (Mac) or Ctrl-click (Windows) one corner, and then Shift--click (Mac) or Ctrl-Shift-click (Windows) the opposite corner to make your selection.
To replace the content of frames with a multiple-layer selection:
Flash pastes the copied frames 5–10 into frames 15–20 in each of the three layers. The numbers on the Stage in layer 1 now start over with 5 at frame 15, 7 at frame 17, and 9 at frame 19.
To paste a multiple-layer selection into blank frames:
Flash pastes the copied frames 5–10 into protoframes 21–26 in each of the three layers (Figure 11.8). Layer 1 now displays the number 5 at frame 21, 7 at frame 23, and 9 at frame 25.
To paste a multiple-layer selection into a new scene:
By default, the new scene has one layer and one keyframe.
Flash pastes the copied selection from the first scene (frames 5–10 on layers 1–3) into the new scene. Flash adds layers 2 and 3 and creates frames 1–6 in each layer (Figure 11.9). Layer 1 now displays the number 5 at frame 1, 7 at frame 3, and 9 at frame 5.
As you learned in Chapter 9, Flash can motion-tween only one item per layer. You can tween multiple items simultaneously; you just have to put each one on a separate layer. You can use Onion Skin and Edit Multiple Frame modes to make sure all the elements line up in the right place at the right time. To get a feel for tweening multiple items, try combining three simple motion tweens to create a game of Ping-Pong. One layer contains the ball; the other layers each contain a paddle.
To set up the three graphics in separate layers:
Name the top layer Ball, the next layer 1st Paddle, and the bottom layer 2nd Paddle. Naming the layers helps you keep track of the elements and their locations.
On the Stage, in the Ball layer, use the oval tool to create a ball; in the layer named 1st Paddle, use the rectangle tool to create a paddle; and then copy the paddle and paste the copy into the layer named 2nd Paddle. Give each shape a different color. Your file should look something like Figure 11.10.
To set up the tween in all layers with one command:
Flash gives all the frames the motion-tween property (Figure 11.11).
Flash extends the motion tween through frame 20 on all three layers. A dotted line across the frames indicates an incomplete motion tween (Figure 11.12). Reposition the symbols and create keyframes to complete the tweens.
• Currently, all layers in this Flash document have a Tween property of Motion. If you add more frames later, they will also be set to Motion. To completely end the tweening sequences, remember to set the Tween property of the last keyframe in each layer to None.
To adjust the positions of the tweened items:
Flash makes Ball the active layer and creates a keyframe (in frame 5) for the ball in its new location (Figure 11.13). Flash completes the motion tween between keyframe 1 and keyframe 5 of the Ball layer and leaves the broken-tween line in all the other frames.
Flash makes 1st Paddle the active layer and creates a keyframe (in frame 5) for the paddle in its new location (Figure 11.14).
Flash makes Ball the active layer and creates a keyframe (in frame 10) for the ball in its new location. Flash completes the motion tween between keyframe 5 and keyframe 10 of the Ball layer.
Flash makes 2nd Paddle the active layer and creates a keyframe (in frame 10) for the paddle in its new location (Figure 11.15).
Although Edit Multiple Frames doesn’t show onion skins for keyframes, it does show them for tween graphics.
• After you define a set of frames as tweens, any slight change you make to an object causes Flash to create a new keyframe. Even clicking and holding more than a second or two causes Flash to insert a keyframe. So that you don’t change objects’ positions or create new keyframes accidentally, lock or hide the layers that you’re not working on.
• To position items on the Stage with greater precision than dragging allows, select an item and use the Properties tab of the Property inspector or the Info panel to set the item’s x and y coordinates.
• If you like to use Snap Align, Flash’s default setting, to help you position items, you’ll notice that sometimes in the preceding task, the snapping guides don’t appear as you drag graphic elements in in-between frames whose Tween property is set to Motion. These guides work best when all objects involved are in keyframes. If the guides aren’t appearing for you, drag items to approximate locations initially. Once Flash has created the new keyframes, you can drag your elements, and the guidelines will appear.
An important thing to remember about complex shape tweens is that Flash deals most reliably with a single shape tween on a layer. In the following tasks, you create a multipart, multilayer graphic and shape-tween the whole package simultaneously.
To create shape tweens on separate layers:
Naming the layers helps you keep track of the objects and their locations.
On the Stage, use the oval tool to create three concentric oval shapes without strokes. In the Bottom Flame layer, create a large oval; in the Middle Flame layer, create a medium oval (center it over the first oval); in the Top Flame layer, create a small oval (center it over the medium oval). Give each oval a different color. Your file should look something like Figure 11.18.
Flash creates a keyframe with the same content as keyframe 1 for each layer.
Flash gives the shape-tween property to frames 1–4 on all three layers (Figure 11.19). To create flickering flames, you need to reshape the ovals in keyframe 5.
Flash handles the shape-tweening of each layer separately. For comparison, try creating the oval and flame shapes on a single layer and then shape-tweening them (Figure 11.20).
Sometimes, you can save effort by creating just half the animation that you need and letting Flash do the rest of the work. Think of the candle flame that grows and shrinks. The shrinking phase is the reverse of the growing phase. You can make a copy of the growing-flame animation and then have Flash reverse the order of the frames.
To reverse the order of frames:
This movie spans five frames on three layers. The first keyframe shows the flame as three concentric oval shapes; the final keyframe shows the flame in a taller, flickering configuration.
Your movie now contains two back-to-back animation sequences of the growing flame (Figure 11.22).
Flash reverses the tween in the second sequence so that the flame starts out tall and flickery, and winds up in its original oval configuration in the final keyframe (Figure 11.24).
Especially with shape tweening, you can’t always rely on Flash to create in-between frames that capture the exact movement you want. You can combine Flash’s tweening with your own frame-by-frame efforts, however, letting Flash do the work whenever it can. Or, let Flash create the broad outlines of your animation, and then add keyframes to refine the movement. Flash helps with the process by letting you convert those intangible in-between frames to keyframes that you can edit and refine yourself.
In the preceding section, you created a crude version of a flickering flame. In the following tasks, you refine it.
To convert in-between frames to keyframes:
The first step in this tween isn’t particularly effective: The central flame portion seems to be a bit too far to the side (Figure 11.25). Because frame 2 is an in-between frame, however, you can’t edit it. You can try to improve the motion by adding shape hints, or you can create a new keyframe to refine the animation.
Flash converts frame 2 from an in-between frame to a keyframe; then it creates the contents of keyframe 2 from the transitional shapes it created for the shape tween at that frame. Now you’re free to edit the contents to improve the tweening action (Figure 11.27). If you want to create a smoother motion, expand the tween between keyframe 1 and keyframe 2.
Flash adds new in-between frames in all layers. You can repeat the Insert > Timeline > Frame command to add as many frames as you like (Figure 11.28). These frames inherit the shape-tween property that you defined for keyframe 1. Now you can examine Flash’s tweening for the new frames and repeat the process of converting any awkward tween frames to keyframes and editing them.
• In step 4 of the preceding task, when converting in-between frames of a shape tween to keyframes, Flash always creates the new shapes as merge-shapes (even if the shapes in the preceding keyframe are drawing-objects or primitive-shapes). This could result in unexpected consequences if your shapes are on a single layer. It’s another reason to make sure your shapes are on separate layers for tweened animation.
• Flash limits you to one color change per tween sequence. To speed the process of making several color changes, set up one long tween (either motion or shape) that goes from the initial color to the final color. Then selectively convert in-between frames to keyframes so that you can make additional color changes.
In Chapter 7, you learned to save work for reuse and keep file sizes small by using symbols. Flash lets you do the same thing with entire multiple-frame, multiple-layer animation sequences. You can save such sequences either as an animated graphic symbol or as a movie-clip symbol. You can use these symbols repeatedly with a much smaller hit on file size than if you simply re-create the animation by using graphic-symbol instances within separate animations. Additionally, for complex animations, symbols help keep down the number of frames and layers that you have to deal with.
To convert an animation to a graphic symbol:
The Ping-Pong animation is a three-layer, 20-frame animation.
The Create New Symbol dialog appears (Figure 11.30).
Flash creates a new symbol in the library and switches you to symbol-editing mode for that symbol.
The name of your symbol appears in the Edit bar. The default Timeline for your new symbol consists of one layer and a blank keyframe at frame 1.
Flash pastes the 20 frames and three layers that you copied from the original Ping-Pong movie into the Timeline for the Ping-PongAnimation symbol (Figure 11.31). If you want to make any adjustments in the animation sequence, you can do so at this point.
Flash places a copy of the new symbol in the library of the active document.
• In the list of symbols in the Library panel, an animated graphic symbol looks the same as a static graphic symbol; both have the same icon, and both are listed as Graphic in the Type column. An animated graphic symbol, however, has Play and Stop buttons in the top-right corner of the preview window; a static graphic symbol doesn’t (Figure 11.32). You can preview an animated symbol by clicking the Play button.
• When you paste multiple frames and layers into the Timeline in symbol-editing mode, the registration crosshair may be in a strange position for the symbol as a whole. To reposition the items making up the symbol, in the Status bar, click the Edit Multiple Frames button; from the Modify Onion Markers pop-up menu, choose Onion All; finally, choose Edit > Select All to select the contents of each keyframe in each layer. Now you can position the symbol as a whole in relation to the crosshair.
To put an animated graphic symbol to work, you must place an instance of it in your main movie. The layer of the movie where you place the symbol must have enough frames to display the symbol. You can use instances of an animated graphic symbol just as you would any other symbol—combine it with other graphics on a layer; motion-tween it; modify its color, size, and rotation; and so on.
To place an instance of an animated graphic symbol:
Flash displays the new scene’s Timeline—a single layer with a blank keyframe in frame 1. The Stage is empty.
Adding a new scene gives you a blank Stage to work with and makes it easy to compare the two animations: the original (created directly in the main movie Timeline) and the instance of the graphic symbol placed in the movie.
If it’s not open, choose Window > Library.
The first frame of the animation appears in the preview window (Figure 11.33).
Flash places the symbol in keyframe 1. At this point, you can see only the first frame of the animation (Figure 11.34). The animation is 20 frames long, so you need to add least 20 frames to view the symbol in its entirety.
Flash adds in-between frames 2–20.
Now Flash can display each frame of the animated graphic symbol in a frame of the movie. Frame 2 of the symbol appears in frame 2 of the movie, frame 5 of the symbol appears in frame 5 of the movie, and so on (Figure 11.35). If you place fewer than 20 frames in the movie, Flash truncates the symbol and displays only as many frames of the symbol as there are frames in the movie.
• By default, Flash loops the animation of graphic symbols. If the layer containing the animated-symbol instance in the main Timeline has more frames than the symbol requires, Flash starts playing the graphic symbol over again to fill those extra frames. You can prevent such looping. Select the symbol instance on the Stage. In the Properties tab of the Property inspector, from the Options for Graphics menu, choose Play Once (Figure 11.36). The options settings also let you choose to start the symbol’s animation with a frame other than 1. Enter the desired frame number in the First field. (You can even choose to display just one frame of the animated graphic symbol. From the Options for Graphics menu, choose Single Frame, and then enter the desired frame number in the First field. You can use this technique to pause the animation of the symbol for a certain number of frames in the main movie. At the frame where the symbol should start running, add another keyframe and another copy of the symbol and set it to loop.)
The procedure you use to save an animation as a movie-clip symbol is the same as for saving an animated graphic symbol, except that you define the symbol as a movie clip in the Create New Symbol dialog.
To convert an animation to a movie-clip symbol:
The Ping-Pong animation is a three-layer, 20-frame animation.
The Create New Symbol dialog appears.
Flash remembers the symbol type you selected for the last symbol you created and selects that type for you when you choose Insert > New Symbol.
Flash creates a new symbol in the Library panel and switches you to symbol-editing mode, with that symbol selected.
The name of your symbol appears in the Edit bar. The default Timeline for your new symbol consists of one layer and a blank keyframe at frame 1.
Flash pastes all 20 frames and three layers that you copied from the original Ping-Pong animation into the Timeline for the Ping-PongClip symbol (Figure 11.39). If you want to make any adjustments in the animation sequence, you can do so at this point.
• To make a movie clip that contains exactly the same frames as an existing animated graphic symbol (as you did in the preceding task), you can duplicate that symbol and change its type. Select the animated graphic symbol in the Library panel. From the Library panel’s options menu, choose Duplicate. The Duplicate Symbol dialog appears, allowing you to rename the symbol and set its type to Movie Clip.
You put movie-clip symbols to work by placing an instance of a symbol on the Stage in your Flash document. Unlike animated graphic symbols, movie-clip symbols have their own Timeline. A movie clip plays continuously, like a little film loop, in a single frame of the main movie. As long as the movie contains no other instructions that stop the clip from playing—a blank keyframe in the Timeline for the layer containing the movie clip, for example—the clip continues to loop.
As you work on your Flash document, you can see only the first frame of a movie clip. To view the animation of the movie-clip symbol in context with all the other elements of your movie, you must export the movie (by choosing one of the test modes, for example). You can preview the animation of the movie-clip symbol by itself in the Library panel.
To place an instance of a movie clip:
Flash creates a new scene and displays its Timeline: a single layer with a blank keyframe in frame 1. The Stage is empty.
If it’s not open, choose Window > Library.
The first frame of the animation appears in the preview window.
Flash places the symbol in keyframe 1 (Figure 11.42). You don’t need to add any more frames to accommodate the animation, but you must export the movie to see the animation.
To view the movie-clip animation in context:
Flash exports the movie to a Flash Player format file, adding the .swf extension to the filename and using the current publishing settings for all the export options. (For more information on publishing settings, see Chapter 17.) During export, Flash displays the Exporting Flash Movie dialog, which contains a progress bar and a Stop (Mac) or Cancel (Windows) button for canceling the operation (Figure 11.44).
When it finishes exporting the movie, Flash opens the SWF file in Flash Player so you can see the movie in action (Figure 11.45).
In Chapter 6, you learned about Flash’s ability to create mask layers that hide and reveal objects on lower layers. Sometimes, the best way to create the illusion of movement is to animate a mask so that it gradually hides or reveals objects.
Imagine a line that starts at the left edge of the Stage and goes all the way to the right edge. If you create a mask that reveals the line bit by bit, you create the illusion of a line that draws itself. Reverse the process, and you have a line that gradually erases itself.
Creating rotating and shape-tweened mask graphics can give you some interesting effects. The more familiar you are with using animated masks to reveal stationary items, the better sense you’ll have of when to use this technique. For practice, try animating a mask that creates a growing rainbow.
To create a stationary graphic and a moving mask that reveals it:
Name the bottom layer Rainbow and the top layer Rotating Rectangle.
One way to create the rainbow is to use the oval tool in Merge Drawing mode to draw a perfect circle. Give the circle a radial-gradient fill that has distinct bands of color. Then erase the bottom half of the circle (Figure 11.47).
What’s left is your rainbow shape. For safety, convert the rainbow to a symbol (select the rainbow on the Stage, choose Modify > Convert to Symbol, choose Graphic as the type, name the symbol, and click OK) so you’ll have a copy of the rainbow in case you accidentally delete the original.
The contextual menu for layers appears.
Flash converts the layer to a mask, links the Rainbow layer to the mask, and locks both layers (Figure 11.48).
The rectangle is your mask. Any items that lie directly below the rectangle on a linked layer appear; everything else is hidden.
Make the rectangle a bit larger than the rainbow so the mask can cover the whole rainbow. Using a transparent fill color lets you see the rainbow through the mask rectangle and helps you verify the mask’s position. (To make the rectangle’s fill color transparent, select it and then, in the Color panel, assign it a low Alpha percentage.)
• You can use any of the three types of animation on a mask layer: frame-by-frame, motion tweening, or shape tweening. You can also use an animated graphic symbol or a movie-clip symbol. Advanced ActionScripters can also use ActionScript to tell one movie-clip symbol to mask another and to create transparent masks.
To prepare the mask for rotational animation:
Because you want to create rotational animation, you must use a motion tween for the mask, which means the mask graphic must be a graphic-object. You could use a drawing-object, a primitive-shape, or a grouped element, but it’s a good idea to use a symbol so that you can easily reuse the mask.
The Convert to Symbol dialog appears.
A small white-circle modifier appears next to the arrow pointer, indicating that you can move the selected object’s transformation point.
Now you can rotate the rectangle so that it swings up and over the rainbow but stays centered horizontally in relation to the rainbow.
To complete the rotating-mask animation:
The mask that covers the rainbow in authoring mode will reveal the rainbow in the final movie.
This step sets up the motion tween that rotates the rectangle 180 degrees, swinging it up and over the rainbow until it fully covers the rainbow (Figure 11.52).
To preview the animation:
• Choose Control > Test Movie, or Control > Test Scene.
or
• In the Timeline, click the padlock icon in the Lock column to lock both layers and see the masked rainbow; then play the movie to see the mask reveal the rainbow.
If the rainbow isn’t fully revealed during the tween, you may need to enlarge or reposition the rectangle. Unlock both layers, and move the playhead through the movie to see where the rectangle is in each in-between frame (Figure 11.53).
• To make the rainbow appear to fade in gradually, tween a change in its transparency. Select frame 15 of the Rainbow layer and press F6, duplicating the rainbow-symbol instance in a new keyframe. Select keyframe 1 of the Rainbow layer; in the Properties tab of the Property inspector, from the Tween pop-up menu, choose Motion. With the rainbow symbol-instance still selected, from the Property inspector’s Color menu, choose Alpha; in the Value field, enter a low percentage.
Flash CS3 offers seven filters for creating special effects: drop shadow, blur, glow, bevel, gradient glow, gradient bevel, and adjust color. Only three types of graphic-objects—movie-clip symbols, button symbols, and text fields—can have filters applied. Start by selecting one of these objects on the Stage, then access the Filters tab of the Property inspector to choose filters and settings. One object can have multiple filters. You can copy and paste filters from one object to another and create filter presets to save filter settings and apply them to other objects. You can also animate changes to filters, to make a glowing button change colors over time, for example. The techniques for creating sophisticated filter effects are beyond the scope of this book, but the basic techniques for applying all filter types is similar.
The tasks in this section outline creating a simple drop-shadow text field as an introduction to the mechanics of applying filters in Flash.
To access the Filters panel:
• If the filters panel is closed, or is not foremost in the Property inspector, choose Window > Properties > Filters (Figure 11.55).
Flash opens or brings forward the Property inspector with the Filters tab foremost.
For this task, select a text field.
For this task, choose Drop Shadow (Figure 11.56).
Flash applies the filter to the object on the Stage and adds the filter name to the list of filters applied to this object. Controls for the filter’s parameters, with default values, appear on the right side of the Filters tab (Figure 11.57). Adjust the controls to create the effect you want.
• You can apply multiple filters to one movie-clip symbol, button symbol, or text field. The more filters you apply, however, the more processor power it demands. Avoid applying numerous filters to one object.
• The order in which filters are applied influences how the effects look. To change the order, in the list of applied filters in the Filters tab of the Property inspector, drag one of the filter names to a new position in the list.
To modify filter settings (Drop Shadow):
For this task, select the text field to which you applied the Drop Shadow filter in the preceding task.
The settings that define the effect appear on the right side of the Filters tab (Figure 11.58).
• To modify the size of the shadow, enter new values in the Blur X and/or Blur Y fields. Blur X determines the width of the shadow; Blur Y determines the height. By default Flash constrains these fields so that width and height are the same value (a locked padlock icon appears with lines pointing to each field). To set different values for Blur X and Blur Y, click the Constrain button (the padlock icon) (Figure 11.59).
• To modify how dark the shadow appears, in the Strength field, enter a value between 0 and 1000 percent. Higher values translate to darker shadows (Figure 11.60).
• To modify the shadow color, click the Color control to open a set of color swatches and choose a new color (for more on using color controls, see Chapter 2).
• To modify how far the shadow is offset from the object, enter a value from –32 to 32 in the Distance field. Negative numbers position the shadow above the object; positive values position the shadow below the object.
• To modify the angle of offset, enter a value from 0 to 360 in the Angle field. Values correspond to degrees of a circle. In terms of an analog clock, 0 puts the shadow at 9 o’clock; 90 puts the shadow at 12 o’clock, 180 puts it at 3 o’clock, and so on.
• To create an effect where the object appears to cut a shape out of the shadow, select the Knockout check box (Figure 11.61).
• To create an effect where the shadow appears only inside the boundaries of the object itself, select the Inner Shadow check box.
• To completely hide the object and see only the shadow it casts, select the Hide Object check box. This feature is helpful when you want to fine-tune the shadow without the distraction of seeing the overlying object.
• To set the image quality of the shadow, from the Quality pop-up menu, choose Low, Medium, or High. To assure the greatest playback speed, even on low-end machines, choose Low.
• As with most fields where you enter values, you can use a slider to change the Drop Shadow settings interactively. Click the triangle to the right of a field to activate its slider. The Angle field’s slider is circular; drag the control point around the circle as if turning a dial to position the drop shadow interactively.
To remove a filter from an object:
Flash removes the filter from the list and removes the effects related to that filter from the object on the Stage.
• If you wish to turn off a filter, but not delete it entirely, you can disable it temporarily. In the Filters tab of the Property inspector, in the list of applied filters, a green checkmark appears to the left of each filter name. Click the checkmark and it changes to a red X; Flash disables the filter and its effect is no longer visible on the Stage.
• To disable all filters but one, Option-click (Mac) or Alt-click (Windows) the checkmark of the filter you want to keep enabled. Red X’s appear beside all the other filters for that object. To enable all the filters, Option-click (Mac) or Alt-click (Windows) the lone green checkmark; Flash enables all the filters in the list.
• To enable or disable all the items in the list of applied filters, from the Add Filter menu, choose Enable All or Disable All.
To copy filter settings from one object to another:
• To copy just the selected filter, choose Copy Selected.
• To copy all the filters currently displayed in the applied filters list, choose Copy All.
Flash applies the copied filter(s) and settings to the selected object.
• You can also save filter settings as presets to create a library of commonly used filter effects. Once filters have been applied to an object and modified to your satisfaction, select the object on the Stage; in the Filters tab of the Property inspector, from the Add Filter menu, choose Presets > Save As; enter a name for the preset in the dialog that appears; and click OK. You can now apply that preset to any selected object by choosing Add Filter > Presets, and the name you chose.
• You can share with other Flash users the preset filters you create. Filter presets are XML files that live in a folder named Filters that appears in the user-level Configuration folder (for more details on finding the Configuration folder, see Chapter 1).
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