Flash Web Design The Art of Motion Graphics |
By HILLMAN CURTIS |
| |
Publisher | : New Riders Publishing |
Pub Date | : March 24, 2000 |
ISBN | : 0-7357-0896-7 |
Pages | : 256 |
| Copyright |
| | About the AUTHOR |
| | ABOUT the book |
| | | ACKNOWLEDGEMENTS |
| | | CO-AUTHORS |
| | | A MESSAGE from NEW RIDERS |
|
| | FOREWORD |
| | | ERIC WITTMAN MACROMEDIA |
|
| | Chapter ONE. the art of motion graphics |
| | | welcome FROM HILLMAN CURTIS |
| | | how THE BOOK WORKS |
| | | HOW I LEARNED TO LOVE DESIGNING FOR THE WEB STRANGELOVE |
| | | the motion is the message |
| | | motion: the universal language |
| | | moving toward a GLOBAL VISUAL LANGUAGE |
| | | process GLOBAL VISUAL LANGUAGE |
| | | working toward a GLOBAL VISUAL LANGUAGE |
| | | respecting the TECHNICAL ENVIRONMENT |
| | | addressing MULTITASKING ATTENTION DEFICIT |
| | | identifying the EMOTIONAL CENTER |
| | | ROGER BLACK's INTERACTIVE BUREAU/CIRCLE.COM targeting the emotional center |
| | | TECHNICAL ENVIRONMENT: identifying the essentials |
| | | Razorfish WORKING THE GLOBAL VISUAL LANGUAGE |
| | | process GLOBAL VISUAL LANGUAGE CONCLUSION |
|
| | Chapter TWO. MACROMEDIA SHOCKZONE DECONSTRUCTION |
| | | thoughts BEHIND THE DESIGN |
| | | STEP 01 preparing the STAGE |
| | | STEP 02 layers SETUP |
| | | STEP 03 establishing a BACKGROUND SYMBOL |
| | | STEP 04 establishing the GUIDE LAYER |
| | | STEP 05 creating and positioning THE GUIDES |
| | | STEP 06 creating the VERTICAL GUIDES |
| | | STEP 07 creating the TEXT |
| | | STEP 08 animating the text, PART 1 |
| | | STEP 09 adding frames and TWEENS |
| | | STEP 10 fading and scaling THE LETTERS |
| | | STEP 11 animating the text, PART 2 |
| | | STEP 12 creating CIRCLES |
| | | STEP 13 combining circles AND LETTERS |
| | | STEP 14 bringing it all TOGETHER |
| | | STEP 15 creating split fade TRANSITIONS |
| | | STEP 16 adding the film GRAIN TEXTURE |
| | | conclusion |
|
| | Chapter THREE. 20k advertisement DECONSTRUCTION |
| | | thoughts BEHIND THE DESIGN |
| | | file setup |
| | | STEP 01 working with BACKGROUNDS |
| | | STEP 02 creating a MASK |
| | | STEP 03 designing the grid ELEMENT IN FREEHAND 8 |
| | | STEP 04 importing the grid INTO FLASH |
| | | STEP 05 adjusting the GRID |
| | | STEP 06 designing with GRADIENTS |
| | | STEP 07 fleshing out the speaker USING GRADIENTS |
| | | STEP 08 animating the SPEAKER |
| | | STEP 09 adding text and making use of CONTRASTING RHYTHM |
| | | STEP 10 using CLIENT ART |
| | | STEP 11 adding SOUND |
| | | STEP 12 optimizing sound FOR THE WEB |
| | | STEP 13 preloading for STREAMING |
| | | STEP 14 using the bandwidth PROFILER |
| | | STEP 15 using the SIZE REPORT |
| | | conclusion |
|
| | Chapter FOUR. HILLMANCURTIS.com NAVIGATION deconstruction |
| | | thoughts BEHIND THE DESIGN |
| | | movie CLIPS |
| | | STEP 01 file SETUP |
| | | STEP 02 preparing the VIDEO |
| | | STEP 03 importing sequential bitmaps into Flash ”CREATING MOVIECLIP 1 |
| | | STEP 04 aligning the imported BITMAPS |
| | | STEP 05 importing sequential bitmaps into Flash ”CREATING MOVIECLIP 2 |
| | | STEP 06 scripting the movie clip FOR ROLLOFF ACTION |
| | | STEP 07 adding a BUTTON AREA |
| | | STEP 08 naming movie clip INSTANCES |
| | | STEP 09 coding the BUTTON |
| | | STEP 10 setting the rolloff BEHAVIOR |
| | | STEP 11 adding Flash text TO THE MOVIE |
| | | conclusion |
|
| | Chapter FIVE. 3D WIREFRAME DECONSTRUCTION |
| | | thoughts BEHIND THE DESIGN |
| | | an overview of OUR PROCESS |
| | | storyboarding 3D |
| | | the 3D modeling PROGRAM |
| | | STEP 01 building the object: THE CPU |
| | | STEP 02 setting the VIEW |
| | | STEP 03 rotating the CPU |
| | | STEP 04 importing the CPU INTO FLASH |
| | | STEP 05 centering the CPU |
| | | STEP 06 optimizing the CPU |
| | | STEP 07 bringing the object TO LIFE |
| | | STEP 08 adding dimension to THE WIREFRAME |
| | | STEP 09 freezing motion FOR EFFECT |
| | | STEP 10 motion in PERSPECTIVE |
| | | conclusion |
|
| | Chapter SIX. VIDEO INTO VECTORS DECONSTRUCTION |
| | | thoughts BEHIND THE DESIGN |
| | | STEP 01 pre-production PLANNING |
| | | STEP 02 motion capture and BITMAP REDUCTION |
| | | STEP 03 video to vectors: converting a bitmap to a vector GRAPHIC IN FLASH |
| | | STEP 04 activating your VECTOR VIDEO |
| | | STEP 05 creating reverse MOVEMENT |
| | | conclusion |
|
| | Chapter SEVEN. CHRISTINA MANNING POEM DECONSTRUCTION |
| | | thoughts BEHIND THE DESIGN |
| | | streaming MP3 voiceovers with Flash movies |
| | | Sky CHRISTINA MANNING |
| | | recording and processing sound |
| | | firewire video capture |
| | | STEP 01 one-stop CAPTURE |
| | | STEP 02 optimizing audio ”NORMALIZING |
| | | STEP 03 optimizing audio ”NOISE GATES |
| | | STEP 04 exporting audio SECTIONS |
| | | STEP 05 encoding MP3 audio IN FLASH |
| | | STEP 06 applying global EXPORT SETTINGS |
| | | STEP 07 integrating visuals and STREAMING AUDIO |
| | | STEP 08 working the TEXT |
| | | STEP 09 the fade and FLOAT OUT |
| | | STEP 10 smart preloads and TESTING THE STREAM |
| | | STEP 11 smart PRELOADS |
| | | conclusion |
|
| | Chapter EIGHT. DECONSTRUCTION MANIFESTIVAL |
| | | thoughts BEHIND THE DESIGN |
| | | Flash object-oriented programming |
| | | STEP 01 manifestival in DEPTH |
| | | STEP 02 naming the INSTANCES |
| | | STEP 03 external movie clip objects ”the tunnel and SUBWAY MOVIECLIPS |
| | | STEP 04 the script OBJECT |
| | | STEP 05 the script object: INITIALIZE SCRIPT |
| | | STEP 06 create an instance of the SCRIPT MOVIECLIP |
| | | STEP 07 run the initialization ROUTINE |
| | | STEP 08 manifestival movie BEHAVIOR |
| | | STEP 09 combining SCRIPTS |
| | | STEP 10 the rollover SCRIPT |
| | | STEP 11 the rollover script: controlling the LINE OBJECT |
| | | STEP 12 rolloverscript: controlling the DANCER MOVIE CLIP |
| | | STEP 13 building a conditional statement in the EXPRESSION EDITOR |
| | | STEP 14 rolloverscript: controlling the logo MOVIE CLIP |
| | | STEP 15 building the ROLLOUTSCRIPT |
| | | STEP 16 rolloutscript: controlling the DANCER OBJECT |
| | | STEP 17 adding object-oriented actions to the NAVIGATION BUTTONS |
| | | conclusion |
|
| | Chapter NINE. JUXT INTERACTIVE DECONSTRUCTION |
| | | thoughts BEHIND THE DESIGN |
| | | print works |
| | | the pitfalls of screen presentation |
| | | making an impact and delivering a tangible |
| | | how FreeHand makes this all happen |
| | | process overview |
| | | STEP 01 deconstructing LundstromARCH |
| | | STEP 02 sketching the intro ANIMATION |
| | | STEP 03 the concept DESIGN BOARD |
| | | STEP 04 moving from FreeHand TO FLASH |
| | | STEP 05 setting up FreeHand COLORS TO EXPORT TO FLASH |
| | | STEP 06 organizing imported OBJECTS |
| | | STEP 07 executing the ANIMATION |
| | | STEP 01 importing the next MOMENT IN TIME |
| | | legacy |
| | | conclusion |
|
| | Chapter TEN. FLASH Resources |
| | | inspirational Flash SITES |
| | | technical Flash sites |
| | | audio loops and SOFTWARE |
| | | stats sites |
| | | recommended books |
|
| | Index |