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BHARATI VIDYAPEETH COLLEGE OF ENGINEERING Department of Computer Engineering Class :B.E .

Branch : Computer Engineering Subject ::Multimedia System Design (MSD) List of Experiment 1. 2. Study of FLASH Software Creating Animation using Following Types Motion Tween Tween Shape Frame-by-Frame Guided Motion Tween Implement RLE and CCITT 1-D Algorithm Creation of Masking Effect Creation of following types of symbol Graphic Symbol Button Symbol Movie Clip Symbol Creating Flash Banner with Layer Effect Easily Create a game using action script Study of VLC player, its setting, streaming and non streaming techniques. Study of streaming audio/video for distributed network Study of VRML Study of MAYA Software Semester : VIII

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Experiment No. 1 Aim of Experiment : Study of FLASH Software Adobe Flash (previously called Macromedia Flash) is a multimedia platform originally acquired by Macromedia and currently developed and distributed by Adobe Systems. Since its introduction in 1996, Flash has become a popular method for adding animation and interactivity to web pages; Flash is commonly used to create animation, advertisements, and various web page components, to integrate video into web pages, and more recently, to develop rich Internet applications. Flash can manipulate vector and raster graphics and supports bi-directional streaming of audio and video. It contains a scripting language called ActionScript. Several software products, systems, and devices are able to create or display Flash content, including Adobe Flash Player, which is available for most common web browsers, some mobile phones and other electronic devices (using Flash Lite). The Adobe Flash Professional multimedia authoring program is used to create content for the Adobe Engagement Platform, such as web applications, games and movies, and content for mobile phones and other embedded devices. Files in the SWF format, traditionally called "ShockWave Flash" movies, "Flash movies" or "Flash games", usually have a .swf file extension and may be an object of a web page, strictly "played" in a standalone Flash Player, or incorporated into a Projector, a selfexecuting Flash movie (with the .exe extenson in Microsoft Windows). Flash Video (FLV) files[spec 1] have a .flv file extension and are either used from within .swf files or played through a flv aware player, such as VLC, or QuickTime and Windows Media Player with external codecs added. Advantages:

Flash is a multimedia graphics program specially for use on the Web Flash enables you to create interactive "movies" on the Web Flash uses vector graphics, which means that the graphics can be scaled to any size without losing clarity/quality Flash does not require programming skills and is easy to learn

Flash vs. Animated Images and Java Applets Animated images and Java applets are often used to create dynamic effects on Web pages.

The advantages of Flash are:


Flash loads much faster than animated images Flash allows interactivity, animated images do not Flash does not require programming skills, java applets do

Experiment No. 2 Aim of Experiment : Creating Animation using Following Types Motion Tween Tween Shape Frame-by-Frame Guided Motion Tween Procedure: Motion Tween1. Draw a vector using any of the drawing tools in Flash, say a small circle and convert it into a symbol (F8) by selecting the Graphic option and name the symbol say 'ball'. 2. Click the 20th frame in the Timeline and insert a frame (F5). 3. Now right-click the 20th frame in the Timeline and select Create Motion Tween (or Motion option from the Tween panel of the Properties inspector) and insert a Key Frame (F6). 4. Select the 10th frame and insert a Key frame (F6) and move the ball to a different position say, above the current position to create a motion sequence (automatically tweened by Flash). 5. Save work and test the Movie (Ctrl + Enter). That's it you have created simple animation using Motion Tween. Tween Shape

1. You can create Shape Tweened animations using Shape option from the Tween panel of the Properties inspector. Draw a vector using any of the drawing tools in Flash, say a small circle and remove its border. 2. Click the 10th frame in the Timeline and insert a Key Frame (F6). Now draw another shape say a diamond using the rectangle tool without a border. 3. Now right-click on any frame in between these two Key Frames and select Shape option from the Tween panel of the Properties inspector. 4. Save work and test the Movie (Ctrl + Enter). That's it you have learnt how to create Shape Tween in Flash.

Frame-by-Frame1. Create a vector/plain text using any of the drawing tools in Flash, say a text with 'Animation' typed as shown in the example and break it using Break Apart (Ctrl + B) to separate the alphabets as shown below:

Fig: Showing Text after Break Apart 2. In Frame-by-Frame animation we create the object for each frame so as to produce an animation sequence. 3. Insert Keyframe (F6) and move the alphabets so as to produce an animation sequence. 4. Repeat the above step as far as desired to create Frame-by-Frame animation as shown in the example. 5. Save your work and test the Movie (Ctrl + Enter). That's it you have created an animation using Frame-by-Frame animation.

Guided Motion Tween-

1. Create a vector/plain text using any of the drawing tools in Flash, say a text with 'Flash' typed and break it using Break Apart (Ctrl + B) as done in the previous example and put each alphabet in different layers and name the layers as shown in the picture below. 2. Insert a guide layer by right-clicking the topmost layer and select 'Add Guide Layer' (Insert-->Timeline-->Motion Guide), draw any path using the pencil tool in the guide layer as shown in the example. 3. Now create Motion tween by selecting the object in the 1st frame and snapping its registration point to one end of the path. 4. Snap the object in the last frame to the other end of the path in the guide layer. 5. Repeat the same for all the objects (alphabets) by snapping their registration points to the path in the guide layer. 6. Save your work and test the Movie (Ctrl + Enter). That's it you have learnt how to create motion along a guided path. Conclusion : Animation created successfully in FLASH 8.

Experiment No. 4 Aim of Experiment : Creation of Masking Effect Procedure: Masking is revealing portion of picture or graphic in the layer below. Creating Shape Tween Import picture to the "background" layer. Using Oval tool from tool box, draw a circle in your "Mask" layer and delete it's border. Drag the circle to one end of picture. Now go to"frame 40" of "Mask" layer and press "F6" to insert a new keyframe. Now go to "frame 40" of your "background" layer and press "F5" to insert frames, so that background image is available all through mask. Select "frame 40" of your "Mask" layer, that is your new keyframe, Keeping the playhead on "frame 40" of "Mask" layer, drag the circle to other end of your picture. Now go back to "frame 1" of your "Mask" layer, keeping the playhead on "frame 1" of your "Mask" layer, select Shape tween in your properties window.

Masking Right click on the "Mask" layer (the area where we named the layer not where the frames exist) and select Mask.

Now mask is all ready. Press Ctrl+Enter to view Masking effect.

Experiment No. 5 Aim of Experiment : Creation of following types of symbol Graphic Symbol Button Symbol Movie Clip Symbol Theory : Flash Symbol: A symbol is a reusable object used/created in Flash. A Symbol can be reused throughout your movie or imported and used in other movies. There are three types of symbols: Graphics, Buttons, and Movie clips. A copy of a symbol used in the movie is called an Instance, which can have its own independent properties (like color, size, function, etc.) different from the original symbol. All symbols used in a flash movie are stored in the Library from where you can drag-anddrop new instances of the symbols into your movie. When a symbol is edited all of its instances get updated, but changing the properties, effects or dimensions of an instance of a symbol does not affect the original symbol or other instances. Importance of using Flash Symbols: Using flash symbols is very crucial to the file size of your Flash movie. The Flash file size depends largely on the size of all the graphics and texts used in the movie (both symbols and non-symbols) - here the major advantage of using symbols is that a symbol's size is taken into consideration only once even if it is used a hundred times - this is the true power of Flash. Unused symbols in your library are not counted in the size of your movie. The Three Types of Symbols Graphic symbols are reusable static images that are used mainly to create animations. Any drawn vector/plain text/imported bitmap (photo), or combinations of these, can be converted into a single controllable object: as a graphic symbol. They have only one frame in their timeline. Learn how to create a graphic symbol. Button symbols are used for timeline navigation - They add interactivity to the movie and respond to mouse clicks, key press or rollovers/rollout, and other actions. You define the graphics associated with various button states (Up/Over/Down/Hit), and then assign actions to the instance of a button. They have 4 frames in their timeline - one each for the up, over and down states, and one to define the hit area of the button. Learn how to create a button symbol.

Movieclip symbols are reusable pieces of flash animation - consisting of one or more graphic/button symbols - thus they are flash movies within your flash movie. They have their own non-restricted Timeline (any number of layers and frames - just like the main timeline) that plays independent of the main movie's Timeline. The best thing about using movieclips is that you can control them from actionscript - you can change their dimensions, position, color, alpha, and other properties and can even duplicate and delete them. Learn how to create a movieclip symbol. Procedure: Graphic Symbol : First create/import the object(s) to be converted into a graphic. Import bitmaps onto the stage using Ctrl+R. 1. Select the object(s) and then press F8 (or Modify >> Convert to Symbol). 2. Select the Graphic Behavior and name the symbol, say 'g_home'. 3. To edit it at a later point, double-click the symbol in the library (Ctrl + L) or any of its instances on the stage to switch to its symbol-editing mode as shown below. The name of the symbol will appear near the scene name ('Scene 1' by default, as shown below). 4. Make the necessary changes and click 'Scene 1' to exit from the symbol editing mode and go back to view the main movie's time-line. Button Symbol Button symbols are used for timeline navigation - They add interactivity to the movie and respond to mouse clicks, key press or rollovers/rollout, and other actions. You define the graphics associated with various button states (Up/Over/Down/Hit), and then assign actions to the instance of a button. They have 4 frames in their timeline - one each for the up, over and down states, and one to define the hit area of the button. 1. First create/import the object(s) to be converted into a button. Import bitmaps onto the stage using Ctrl+R. 2. Select the object(s) and then press F8 (or Modify >> Convert to Symbol). 3. Select the Button Behavior for the symbol and name the symbol say, 'btn_home'. 4. Double-click the instance of 'btn_home' on the stage to switch to its symbol-editing mode. The Timeline header changes to display four consecutive frames labeled Up, Over, Down, and Hit as shown below.

5. The first frame displays the drawn vector/plain text used for creating this button, now insert a Key frame (F6) in the frame labeled Over (Flash automatically duplicates the contents of the Up frame). 6. Now change the color of the object in the Over frame to create a rollover effect in the button. 7. Insert frames (F5) for the Down frame and the Hit frame (only defines the area of the button that responds to user action and is not visible at runtime). 8. Save your work and test the Movie (Ctrl + Enter). That's it your simple button is ready! Movie Clip Symbol Movieclip symbols are reusable pieces of flash animation - consisting usually of one or more graphic/button symbols - thus they are flash movies within your flash movie. They have their own non-restricted Timeline (any number of layers and frames - just like the main timeline) that plays independent of the main movie's Timeline. 1. First create/import the object(s) to be converted into a movieclip. Import bitmaps onto the stage using Ctrl+R. 2. Select the object(s) and then press F8 (or Modify >> Convert to Symbol). 3. Select the Movieclip Behavior and name the symbol, say 'mc_fade'). 4. Double-click the instance of 'mc_fade' on the stage to switch to its symbol-editing mode. Now create an animation sequence (you can use simple Tweened Animation or Frame-by-Frame Animation

Conclusion: Symbols is successfully created in Flash 8.

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