Macromedia Flash 8 Bible Free Open Book

Macromedia Flash 8 Bible

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Preparing Bitmaps

Flash is a vector-based application, but that shouldn't stop you from using bitmaps when you need them. There are many situations in which either the designs or the nature of the content require that photographic images be included in a Flash project. You can import a wide variety of bitmap image types, including JPEG, GIF, BMP, and PICT using the methods we describe in the next section.

Considering that it's a vector-based program, Flash supports bitmap graphics extraordinarily well. However, because the most common use of Flash movies is for Web presentations, you always need to keep file size in mind. Here's what you can do to limit the impact of bitmap images on Flash playback performance:

  • Limit the number of bitmaps used in any one frame of a Flash movie.

  • Remember that, regardless of how many times the bitmap is placed on the Stage, the actual bitmap (or its compressed version in the .swf file) is downloaded before the first occurrence of the bitmap (or its symbol instance).

  • Try spreading out bitmap usage, or hide a symbol instance of the bitmap in an earlier frame before it is actually visible, so that it will be loaded when you need it.

Tip 

If you need to include several high-resolution bitmap images in your Flash movie, consider using an ActionScript preloader or try breaking up the project into several linked Flash movies.

When you want to bring raster images into Flash documents, you should know what portion of the Flash Stage the image will occupy. Let's assume that you're working with the default Flash document size of 550 x 400 pixels. If you want to use a bitmap as a background image, it won't need to be any larger than 550 x 400 (as long as your movie will not be scalable). So, assuming that you're starting with a high-resolution image, you would downscale the image to the largest size at which it will appear in the Flash movie before you import it into Flash; for our example, that would be 550 x 400.

Tip 

Use an image-editing program such as Macromedia Fireworks or Adobe Photoshop to downsize the pixel width and height of your source image if necessary.

If you mask bitmaps with a Mask layer in the Flash Timeline, the entire bitmap is still exported. Consequently, before import you should closely crop all images that will be masked in Flash. For example, if all you need to show is a face, crop the image so that it shows the face with as little extraneous background information as possible.

Be aware that Flash doesn't resize (or resample) an image to its viewed or placed size when the Flash movie (.swf) is created. To illustrate how the size of an imported bitmap can impact the size of a final Flash movie (.swf), we compared two different image resolutions used in identical layouts. Using the same source image, we sized the JPEG at two different pixel dimensions, and then placed it in two identical Flash documents (.fla). The first source version of the image had a 400 x 600 pixel dimension, while the second source version had a 200 x 300 pixel dimension — exactly half the size of the first. In both Flash documents, the final image was displayed at 200 x 300 pixels.

In the first Flash document (we'll call it Movie A), we imported the larger JPEG and resized it by 50 percent (using the Info panel) to match the smaller image. In the second Flash document (Movie B), we imported the smaller JPEG and placed it at its original size, occupying the same portion of the Flash Stage as the image in Movie A. Although both Flash movies exported a bitmap of the same display size on the Flash Stage, the resulting .swf files (using the same level of JPEG compression on export) had drastically different file sizes. Movie A was 44.1KB, whereas Movie B was 14.8 KB! Movie A is nearly three times larger than Movie B. The difference in image resolution could be seen when a view magnification greater than 100 percent was used within the Flash Player; the larger JPEG in Movie A was much less pixilated than the smaller JPEG in Movie B.


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     Main Menu
Table of Contents
Back Cover
Macromedia Flash 8 Bible
Foreword
Preface
Part I: An Introduction to Flash Web Production
Part II: Mastering the Flash Environment
Part III: Creating Animation and Effects
Part IV: Integrating Media Files with Flash
Chapter 15: Adding Sound
Chapter 16: Importing Artwork
Defining Vectors and Bitmaps
Knowing the File Formats for Import to Flash
Preparing Bitmaps
Preserving Bitmap Quality
Importing and Copying Bitmaps
Setting Bitmap Properties
Being Prepared for Common Problems
Using the Bitmap Buttons in the Property Inspector
Making Sense of Bitmap Compression
Converting Rasters to Vectors
Using External Vector Graphics
Importing Vector Artwork
Optimizing Vectors
Summary
Chapter 17: Displaying Video
Part V: Adding Basic Interactivity to Flash Movies
Part VI: Distributing Flash Movies
Part VII: Approaching ActionScript
Part VIII: Applying ActionScript
Part IX: Integrating Components and Data-Binding
Part X: Expanding Flash
Part XI: Appendixes
Index
List of Figures
List of Tables
List of Listings
List of Sidebars


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