Flash CS6 Example Tutorial (5th Edition) (Micro-Lecture Edition)
周建国 / 刘丰源Posts & Telecom Press · ChinaAug 2021
Rating 3.0- Word count
- 139K words
- Chapters
- 249
- ISBN
- 9787115458179
Tags
Software Tutorials Step-by-Step GuideIllustrated StepsField CasesExam SkillsSelf-Study GuideBeginner FriendlySummary
This book provides a comprehensive and systematic introduction to the basic operations of Flash CS6 and the techniques of web animation production. It covers Flash CS6 fundamentals, drawing and editing graphics, editing and modifying objects, editing text, using external assets, symbols and the library, creating basic animations, layers and advanced animation, editing audio assets, using ActionScript, creating interactive animations, components and behaviors, testing, optimizing, exporting, and publishing projects, and comprehensive design practice. The content is taught through case studies: by producing these cases, students quickly become familiar with the software's features and with artistic design approaches. The software feature analyses help students study the software in depth; classroom exercises and end-of-chapter assignments extend students' practical application skills and improve their command of the software. The final chapter presents five comprehensive design practice cases specially arranged by a professional design company, intended to enhance students' creative design abilities.This book is suitable as a textbook for digital media art courses in vocational colleges and as a self-study reference for related professionals.
Editor's review
Flash CS6实例教程(第5版)(微课版) is a classic introductory textbook for beginners in Flash animation design and production. Published by Posts & Telecom Press, it is authored by Zhou Jianguo, who has extensive experience in digital media art education. Although Flash technology has gradually faded from mainstream web applications over time, its core ideas in animation principles, interaction logic, and multimedia content creation still hold significant learning value. Through numerous examples, the book systematically explains the basics of Flash CS6, drawing techniques, animation production (frame-by-frame animation, tweening, guide-layer animation, mask animation, etc.), basic ActionScript 3.0 programming, and audio/video processing.As a "micro-lecture edition," the book comes with related video learning resources that visualize key operations and complex concepts, lowering the learning threshold and making it well suited for self-study. In the editor's view, the value of this book lies not in chasing the latest technology trends but in building a solid foundation in 2D animation and interactive content creation. The step-by-step case-based teaching method helps readers understand core concepts such as the "timeline," "symbols," and the "library" through hands-on practice; these concepts are the cornerstone of many modern animation and UI design tools. For readers who want to understand the traditional interactive animation production workflow, or who are engaged in related teaching or restoration of nostalgic content, this is a clearly structured and highly practical reference book. Today, with HTML5 and various engines dominating, revisiting the history and design thinking of Flash technology can also provide deep insight into the evolution of digital content.
Who it's for
A good fit for
- Students majoring in animation design and production, as an introductory textbook
- Self-learners interested in 2D animation principles and traditional interactive animation production
- Teachers or trainers in digital media who need classic case references
- Multimedia content creators who want to understand Flash's technical architecture and history to broaden their knowledge
Not a good fit for
- Developers seeking to learn the latest front-end web animation technologies (such as CSS3 or HTML5 Canvas)
- Professional programmers who want to develop complex games or advanced applications
Reading tips
- Follow the chapter order and be sure to perform every exercise in the book hands-on, understanding the principles behind each step
- Focus on the animation production sections (such as tweening and mask animation); these are the essence of Flash technology, and their ideas are transferable across software
- For the ActionScript programming sections, treat them as an introduction to understanding event-driven and object-oriented programming; do not pursue depth, but focus on building concepts
About the publisher
Posts & Telecom Press China · Founded in 1953Posts & Telecom Press is known for its strengths in science and technology, computing, and information and communications titles, and has extended its publishing into photography, art, software learning, and inspirational growth, giving it a fairly diverse range. Its catalog includes computing and communications works such as Refactoring and Patterns (Revised Edition) and Huawei Switch Learning Guide (Second Edition), alongside bilingual collector's editions such as The Little Prince (Chinese-English-French illustrated collector's edition), The Great Gatsby, and Three Days to See. Beijing Ten Years: 1980-1990 and Ghost Blade: WLOP Personal Illustration Collection reflect its presence in photography and art. Its authors include Antoine de Saint-Exupéry, Helen Keller, Joshua Kerievsky, Wang Da, Zhang Zhaozeng, and WLOP.
Contents
- 版权信息
- 内容提要
- 第5版前言
- 第1章 Flash CS6 基础知识
- 1.1 Flash CS6 的操作界面
- 1.1.1 菜单栏
- 1.1.2 主工具栏
- 1.1.3 工具箱
- 1.1.4 时间轴
- 1.1.5 场景和舞台
- 1.1.6 属性面板
- 1.1.7 浮动面板
- 1.2 Flash CS6 的文件操作
- 1.2.1 新建文件
- 1.2.2 保存文件
- 1.2.3 打开文件
- 1.3 Flash CS6 的系统配置
- 1.3.1 设置首选参数
- 1.3.2 设置浮动面板
- 1.3.3 历史记录面板
- 第2章 图形的绘制与编辑
- 2.1 图形的绘制与选择
- 2.1.1 课堂案例——绘制小篷车
- 2.1.2 线条工具
- 2.1.3 铅笔工具
- 2.1.4 椭圆工具
- 2.1.5 基本椭圆工具
- 2.1.6 刷子工具
- 2.1.7 矩形工具
- 2.1.8 基本矩形工具
- 2.1.9 多角星形工具
- 2.1.10 钢笔工具
- 2.1.11 选择工具
- 2.1.12 部分选取工具
- 2.1.13 套索工具
- 2.2 图形的编辑
- 2.2.1 课堂案例——绘制卡通小鸟
- 2.2.2 墨水瓶工具
- 2.2.3 颜料桶工具
- 2.2.4 滴管工具
- 2.2.5 橡皮擦工具
- 2.2.6 任意变形工具和渐变变形工具
- 2.2.7 手形工具和缩放工具
- 2.3 图形的色彩
- 2.3.1 课堂案例——绘制播放器图标
- 2.3.2 纯色编辑面板
- 2.3.3 颜色面板
- 2.3.4 样本面板
- 2.4 课堂练习——绘制迷你太空
- 2.5 课后习题——绘制美食App图标
- 第3章 对象的编辑与修饰
- 3.1 对象的变形与操作
- 3.1.1 课堂案例——绘制度假卡
- 3.1.2 扭曲对象
- 3.1.3 封套对象
- 3.1.4 缩放对象
- 3.1.5 旋转与倾斜对象
- 3.1.6 翻转对象
- 3.1.7 组合对象
- 3.1.8 分离对象
- 3.1.9 叠放对象
- 3.1.10 对齐对象
- 3.2 对象的修饰
- 3.2.1 课堂案例——绘制飞机插画
- 3.2.2 优化曲线
- 3.2.3 将线条转换为填充
- 3.2.4 扩展填充
- 3.2.5 柔化填充边缘
- 3.3 对齐面板与变形面板的使用
- 3.3.1 课堂案例——制作美食海报
- 3.3.2 对齐面板
- 3.3.3 变形面板
- 3.4 课堂练习——制作商场促销吊签
- 3.5 课后习题——绘制黄昏风景
- 第4章 文本的编辑
- 4.1 文本的类型及使用
- 4.1.1 课堂案例——制作散文页面
- 4.1.2 文本的类型
- 4.1.3 文本属性
- 4.1.4 静态文本
- 4.1.5 动态文本
- 4.1.6 输入文本
- 4.1.7 拼写检查
- 4.1.8 嵌入字体
- 4.2 文本的转换
- 4.2.1 课堂案例——制作促销贴
- 4.2.2 变形文本
- 4.2.3 填充文本
- 4.3 课堂练习——制作水果标志
- 4.4 课后习题——制作T恤图案
- 第5章 外部素材的应用
- 5.1 图像素材的应用
- 5.1.1 课堂案例——制作饮品广告
- 5.1.2 图像素材的格式
- 5.1.3 导入图像素材
- 5.1.4 设置导入位图属性
- 5.1.5 将位图转换为图形
- 5.1.6 将位图转换为矢量图
- 5.2 视频素材的应用
- 5.2.1 课堂案例——制作平板电脑广告
- 5.2.2 视频素材的格式
- 5.2.3 导入视频素材
- 5.2.4 视频的属性
- 5.3 课堂练习——制作青花瓷鉴赏
- 5.4 课后习题——制作美食栏目动画
- 第6章 元件和库
- 6.1 元件与库面板
- 6.1.1 课堂案例——制作海边城市
- 6.1.2 元件的类型
- 6.1.3 创建图形元件
- 6.1.4 创建按钮元件
- 6.1.5 创建影片剪辑元件
- 6.1.6 转换元件
- 6.1.7 库面板的组成
- 6.1.8 库面板弹出式菜单
- 6.1.9 内置公用库及外部库的文件
- 6.2 实例的创建与应用
- 6.2.1 课堂案例——制作按钮实例
- 6.2.2 建立实例
- 6.2.3 转换实例的类型
- 6.2.4 替换实例引用的元件
- 6.2.5 改变实例的颜色和透明效果
- 6.2.6 分离实例
- 6.2.7 元件编辑模式
- 6.3 课堂练习——制作转动文字效果
- 6.4 课后习题——制作小鸟卡片
- 第7章 基本动画的制作
- 7.1 帧与时间轴
- 7.1.1 课堂案例——制作美好回忆动画
- 7.1.2 动画中帧的概念
- 7.1.3 帧的显示形式
- 7.1.4 时间轴面板
- 7.1.5 绘图纸(洋葱皮)功能
- 7.1.6 在时间轴面板中设置帧
- 7.2 动画的创建
- 7.2.1 课堂案例——制作小松鼠动画
- 7.2.2 帧动画
- 7.2.3 逐帧动画
- 7.2.4 简单形状补间动画
- 7.2.5 应用变形提示
- 7.2.6 创建传统补间
- 7.2.7 色彩变化动画
- 7.2.8 测试动画
- 7.2.9 影片浏览器面板的功能
- 7.3 Deco工具
- 7.3.1 创建藤蔓
- 7.3.2 藤蔓属性
- 7.4 课堂练习——制作变色文字
- 7.5 课后习题——制作加载条效果
- 第8章 层与高级动画
- 8.1 层、引导层、运动引导层与分散到图层
- 8.1.1 课堂案例——制作飘落的树叶
- 8.1.2 层的设置
- 8.1.3 图层文件夹
- 8.1.4 普通引导层
- 8.1.5 运动引导层
- 8.1.6 分散到图层
- 8.2 遮罩层与遮罩的动画制作
- 8.2.1 课堂案例——制作电压力锅广告
- 8.2.2 遮罩层
- 8.2.3 静态遮罩动画
- 8.2.4 动态遮罩动画
- 8.3 场景动画
- 8.3.1 创建场景
- 8.3.2 选择当前场景
- 8.3.3 调整场景动画的播放次序
- 8.3.4 删除场景
- 8.4 课堂练习——制作摄影页面
- 8.5 课后习题——制作发光效果
- 第9章 声音素材的编辑
- 9.1 声音的导入与编辑
- 9.1.1 课堂案例——制作图片按钮
- 9.1.2 音频的基本知识
- 9.1.3 声音素材的格式
- 9.1.4 导入声音素材并添加声音
- 9.1.5 属性面板
- 9.1.6 压缩声音素材
- 9.2 课堂练习——制作茶品宣传单
- 9.3 课后习题——制作儿童学英语
- 第10章 动作脚本的应用
- 10.1 动作面板与动作脚本的使用
- 10.1.1 课堂案例——制作系统时钟
- 10.1.2 动作脚本中的术语
- 10.1.3 动作面板的使用
- 10.1.4 数据类型
- 10.1.5 语法规则
- 10.1.6 变量
- 10.1.7 函数
- 10.1.8 表达式和运算符
- 10.2 课堂练习——制作飞舞的气泡
- 10.3 课后习题——制作漫天飞雪
- 第11章 交互式动画的制作
- 11.1 播放和停止动画
- 11.1.1 课堂案例——制作珍馐美味相册
- 11.1.2 播放和停止动画
- 11.2 按钮事件及添加控制命令
- 11.2.1 课堂案例——制作鼠标指针跟随效果
- 11.2.2 按钮事件
- 11.2.3 制作交互按钮
- 11.2.4 添加控制命令
- 11.3 课堂练习——制作美食宣传片
- 11.4 课后习题——制作汽车展示
- 第12章 组件与行为
- 12.1 组件
- 12.1.1 课堂案例——制作脑筋急转弯问答
- 12.1.2 设置组件
- 12.1.3 组件的分类与应用
- 12.2 行为
- 12.3 课堂练习——制作西餐厅知识问答
- 12.4 课后习题——制作生活小常识问答
- 第13章 作品的测试、优化、输出和发布
- 13.1 影片的测试与优化
- 13.1.1 影片测试窗口
- 13.1.2 测试影片下载性能
- 13.1.3 作品优化
- 13.2 影片的输出与发布
- 13.2.1 输出影片设置
- 13.2.2 输出影片格式
- 13.2.3 发布影片设置
- 13.2.4 发布影片格式
- 13.2.5 发布预览及打包文件
- 第14章 综合设计实训
- 14.1 贺卡设计——制作端午节贺卡
- 14.1.1 项目背景及要求
- 14.1.2 项目创意及制作
- 14.2 电子相册——制作时尚相册
- 14.2.1 项目背景及要求
- 14.2.2 项目创意及制作
- 14.3 广告设计——制作健身舞蹈广告
- 14.3.1 项目背景及要求
- 14.3.2 项目创意及制作
- 14.4 网页应用——制作房地产网页
- 14.4.1 项目背景及要求
- 14.4.2 项目创意及制作
- 14.5 游戏及交互——制作射击游戏
- 14.5.1 项目背景及要求
- 14.5.2 项目创意及制作
- 14.6 课堂练习 1——设计电子商务广告
- 14.6.1 项目背景及要求
- 14.6.2 项目创意及制作
- 14.7 课堂练习 2——设计美发网页
- 14.7.1 项目背景及要求
- 14.7.2 项目创意及制作
- 14.8 课后习题 1——设计父亲节贺卡
- 14.8.1 项目背景及要求
- 14.8.2 项目创意及制作
- 14.9 课后习题 2——设计数码产品网页
- 14.9.1 项目背景及要求
- 14.9.2 项目创意及制作
FAQ
Is there still any point in learning Flash CS6 now?
There is a specific point. Although Flash Player has stopped being supported, Flash Professional (later renamed Animate CC) is still updated and supports output formats such as HTML5 Canvas. Learning Flash CS6 is fundamentally about mastering the basic methodology of animation production and interaction design; these are general foundations of digital content creation and have a positive transfer effect on learning other animation software such as Adobe Animate and After Effects.Is this book suitable for readers with no background at all?
Very suitable. The book is positioned as an example-based tutorial, starting with an introduction to the software interface and guiding learning through detailed step-by-step cases, with micro-lecture videos to support understanding. It is very friendly to beginners. The key is to stay patient and follow the exercises.Is the ActionScript 3.0 knowledge in the book outdated?
From the perspective of the language itself, ActionScript 3.0 is a mature object-oriented language, and its syntax and programming ideas are not outdated. However, its main application scenarios have indeed shrunk. The programming content in this book is fairly basic, intended to help readers understand how interaction logic is implemented; it can serve as an introduction to programming thinking rather than deep technical study aimed at employment or project development.Related on WeRead
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About the author
周建国 AuthorZhou Jianguo is a Chinese book author whose work spans several fields; public information about him is limited, and details of his life remain unclear. The library holds 13 of his works, covering a notably wide range of subjects. On one hand, he has worked on classical texts and poetry, with annotated editions and selections such as the Annotated Collected Works of Li Deyu and The Collected Works of Li Shangyin, showing a sustained interest in Tang history and literature. On the other hand, he has written on education and computer design, including Teaching Does Not Equal Learning: How Schools Develop Curricula, along with full-color MOOC and micro-course tutorials on Photoshop, Illustrator, InDesign and H5 page design. His writing combines scholarly collation with practical instruction: the classical works emphasize textual annotation and selection, while the technical textbooks stress case-based practice and course support, serving different readerships and reflecting an editorial approach that bridges traditional humanities scholarship and contemporary skills education.
刘丰源 AuthorLiu Fengyuan is a book author about whom limited public information is available, and the existing details are not enough to present a complete personal background; the available information mainly centers on the works published under this name. Judging from the two titles held in the database, Liu Fengyuan's co-authored books focus on the field of software learning: Photoshop CC UI Design Case Tutorial (Full-Color MOOC Edition) and Flash CS6 Practical Examples Tutorial (5th Edition) (Micro-Lecture Edition). Both works take specific software as their subject and adopt the format of case-based tutorials and example-driven teaching, with full-color presentation or micro-lecture resources, reflecting an approach oriented toward hands-on operation and step-by-step demonstration. The writing style tends to be practical, helping readers master Photoshop interface design and Flash animation skills by following the cases. Although biographical information about the author is lacking, these two tutorials can still serve as a reference for understanding their editorial characteristics and are suitable for software beginners and classroom learning.