How to Create circular path animation
We will use Lathe class , this class allows you to define extrusion on a circular path defining starting angle, ending angle, radius, rotation axis ...
Download the classes lathe.zip
AS code:
package {
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.events.*;
import flash.ui.*;
import flash.geom.Point;
import sandy.core.Scene3D;
import sandy.core.scenegraph.Camera3D;
import sandy.core.scenegraph.Group;
import sandy.core.scenegraph.Shape3D;
import sandy.materials.*;
import sandy.materials.attributes.*;
import sandy.primitive.Box;
import sandy.primitive.Line3D;
import sandy.extrusion.Extrusion;
import sandy.extrusion.data.*;
import sandy.core.data.*;
public class Example046 extends Sprite {
private var scene:Scene3D;
private var camera:Camera3D;
private var c:Box;
private var ext:Extrusion;
public function Example046() {
camera = new Camera3D(stage.stageWidth, stage.stageHeight);
scene = new Scene3D("myScene", this, camera , new Group("root"));
var arrayElm:Array = new Array();
arrayElm[0] = new Point(0,-10); arrayElm[1] = new Point(0,10); arrayElm[2] = new Point(30,10); arrayElm[3] = new Point(30,0);
arrayElm[4] = new Point(20,0); arrayElm[5] = new Point(20,5); arrayElm[6] = new Point(10,5); arrayElm[7] = new Point(10,-10);
arrayElm[8] = new Point(0,-10);
var sectionElm:Polygon2D = new Polygon2D(arrayElm);
var lathe1:Lathe = new Lathe (new Vector, new Vector (1, 1, 1), new Vector (1, 0, 0), 0, 4, 0.05);
// create extrusion
ext = new Extrusion ("ext0", sectionElm, lathe1.toSections ());
ext.appearance = new Appearance (new ColorMaterial (0x990000, 1,
new MaterialAttributes (new LightAttributes( true, 0.1))));
ext.appearance.frontMaterial.lightingEnable = true;
ext.pan = -40;
ext.rotateX = -80;
ext.pan = -40;
ext.x = 20;
ext.z = -100;
scene.root.addChild(ext);
stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMovedHandler);
addEventListener(Event.ENTER_FRAME, render);
}
private function render(event:Event):void {
scene.render();
//ext.rotateX += 4;
}
private function mouseMovedHandler(event:MouseEvent):void {
//ext.pan=(event.stageX-550/2)/5;
//ext.tilt=(event.stageY-400/2)/20;
}
}
}
We start by defining a simple polygon2D that we want to extrude in a circular way:
var arrayElm:Array = new Array();
arrayElm[0] = new Point(0,-10); arrayElm[1] = new Point(0,10);
arrayElm[2] = new Point(30,10); arrayElm[3] = new Point(30,0);
arrayElm[4] = new Point(20,0); arrayElm[5] = new Point(20,5);
arrayElm[6] = new Point(10,5); arrayElm[7] = new Point(10,-10);
arrayElm[8] = new Point(0,-10);
var sectionElm:Polygon2D = new Polygon2D(arrayElm);
How to use the Lathe class
var lathe1:Lathe = new Lathe (new Vector, new Vector (1, 1, 1), new Vector (1, 0, 0), 0, 4, 0.05); Since there is not much to do, probably it's better to list here the parameters of the Lath class:* Generates circular, spiral or helix arc. @param center Arc center. @param axis Axis of revolution. @param reference A vector that specifies direction to count angle from. Must be non-collinear to axis. @param angle0 Start angle. @param angle1 End angle. @param step Angle step. @param radius0 Start radius. @param radius1 End radius. @param height0 Start height. @param height1 End height. @param scale0 Start scale. @param scale1 End scale. public function Lathe (center:Vector, axis:Vector, reference:Vector, angle0:Number = 0, angle1:Number = Math.PI, step:Number = 0.3, radius0:Number = 100, radius1:Number = 100, height0:Number = 0, height1:Number = 0, scale0:Number = 1, scale1:Number = 1)Now see your project :
How to Move objects with 3D Translation tool
You move movie clip instances in 3D space with the 3D Translation tool . When you select a movie clip with the tool, its three axes, X, Y, and Z, appear on the Stage on top of the object. The x axis is red, the y axis is green, and the z axis is blue.
The default mode of the 3D Translation tool is global. Moving an object in global 3D space is the same as moving it relative to the Stage. Moving an object in local 3D space is the same as moving it relative to its parent movie clip if it has one. To toggle the 3D Translation tool between global and local modes, click the Global toggle button in the Options section of the Tools panel while the 3D Translation tool is selected. You can temporarily toggle the mode from global to local by pressing the D key while dragging with the 3D Translation tool.
The 3D Translation and Rotation tools occupy the same space in the Tools panel. Click and hold the active 3D tool icon in the Tools panel to select the currently inactive 3D tool.
By default, selected objects that have 3D translation applied appear with a 3D axis overlay on the Stage. You can turn off this overlay in the General section of Flash Preferences.
Flash CS4 3D graphics example
Flash allows you to create 3D effects by moving and rotating movie clips in 3D space on the Stage. Flash represents 3D space by including a z axis in the properties of each movie clip instance. You add 3D perspective effects to movie clip instances by moving them along their x axis or rotating them around their x or y axis using the 3D Translation and 3D Rotation tools. In 3D terminology, moving an object in 3D space is called a translation and rotating an object in 3D space is called a transformation. Once you have applied either of these effects to a movie clip, Flash considers it a 3D movie clip and a colored axes indicator appears overlaid onto the movie clip whenever it is selected.
To make an object appear nearer or further away from the viewer, move it along its z axis with the 3D Translation tool or the Property inspector. To give the impression of an object that is at an angle to the viewer, rotate the movie clip around its z axis with the 3D Rotation tool. By using these tools in combination, you can create realistic perspective effects.
Both the 3D Translation and the 3D Rotation tools allow you to manipulate objects in global or local 3D space. Global 3D space is the Stage space. Global transforms and translations are relative to the Stage. Local 3D space is the movie clip space. Local transforms and translations are relative to the movie clip space. For example, if you have a movie clip containing several nested movie clips, local 3D transforms of the nested movie clips are relative to the drawing area inside the container movie clip. The default mode of the 3D Translation and Rotation tools is global. To use them in local mode, click the Global toggle button in the Options section of the Tools panel.
By using the 3D properties of movie clip instances in your FLA file, you can create a variety of graphic effects without duplicating movie clips in the library. However, when you edit a movie clip from the library, 3D transforms and translations that have been applied are not visible. When editing the contents of a movie clip, only 3D transforms of nested movie clips are visible.
If you have 3D objects on the Stage, you can add certain 3D effects to all of those objects as a group by adjusting the Perspective Angle and Vanishing Point properties of your FLA file. The Perspective Angle property has the effect of zooming the view of the Stage. The Vanishing Point property has the effect of panning the 3D objects on the Stage. These settings only affect the appearance of movie clips that have a 3D transform or translation applied to them.
In the Flash authoring tool, you can control only one viewpoint, or camera. The camera view of your FLA file is the same as the Stage view. Each FLA file has only one perspective Angle and Vanishing Point setting.
To use the 3D capabilities of Flash, the publish settings of your FLA file must be set to Flash Player 10 and ActionScript 3.0. Only movie clip instances can be rotated or translated along the z axis. Some 3D capabilities are available through ActionScript that are not available directly in the Flash user interface, such as multiple Vanishing Points and separate cameras for each movie clip. Using ActionScript 3.0, you can apply 3D properties to objects such as text, FLV Playback components, and buttons, in addition to movie clips.
Note: The 3D tools cannot be used on objects on mask layers and layers containing 3D objects cannot be used as mask layers.
Create a Music Video Composition in Flash
- Shoot the video as mpeg or quicktime with a digital camera or better using dv camera
- In Flash CS3 create a document 320×240 / Frame rate 15 fps (eg : YouTube dimensions)
- Go file/Import/video
- Choose embed video, (select if sound or not ? select the file quality depending on output )
- You might need to resize your footage (320×240) to fit the document size.
- Bottom layer should now contain your video
- Create 2 layers, one for vector animated content and another one for masking.
- Now the tedious bit begins, in the mask layer create a vector mask using the drawing tool and draw carefully around the sweater (in that instance)
- Once that’s done the fun begins, in the layer under the mask (make sure it is highlighted as a mask it should be green looking, if not right click the layer to access its properties and select Masked.
You should do that for each frame following each bit of movement in the footage.
Now you can start importing movie clips containing walk cycle, nested loop animation and also draw in real time frame by frame original stuff using your tablet & pen.
You can create several more layer under the mask to add content.
Once you are happy with your animation previews, you can export it as a swf or turn it into an avi or quicktime , there are numerous application out there that transfert swf to video.
How to Use a locked gradient and bitmap fill
You can lock a gradient or bitmap fill to make it appear that the fill extends over the entire Stage and that the objects painted with the fill are masks revealing the underlying gradient or bitmap.
When you select the Lock Fill modifier with the Brush or Paint Bucket tool and paint with the tool, the bitmap or gradient fill extends across the objects you paint on the Stage.
How to Use a locked gradient fill
- Select the Brush or Paint Bucket tool and select a gradient or bitmap as a fill.
- Select Linear or Radial from the Type menu in the Color panel.
- Click the Lock Fill modifier .
- First paint the areas where you want to place the center of the fill, and then move to other areas.
How to Use a locked bitmap fill
- Select the bitmap to use.
- Select Bitmap from the Type menu in the Color panel.
- Select the Brush or Paint Bucket tool.
- Click the Lock Fill modifier .
- First paint the areas where you want to place the center of the fill, and then move to other areas.
How to Modify painted area
Flash Paint Bucket tool
- Fill empty areas , and change the color of already painted areas .
- Paint with solid colors , gradients , and bitmap fills .
- You can use the Paint Bucket tool to fill areas that are not entirely enclosed .
- Have Flash close gaps in shape outlines as you use the Flash Paint Bucket tool .
- Go to Tools panel, Select the Paint Bucket tool .
- Select a fill color and style .
- Now click on the Gap Size modifier that appears at the bottom of the Tools panel and select a gap size option :
- Dont Close Gaps to close gaps manually before filling the shape . Closing gaps manually can be faster for complex drawings .
- A Close option to have Flash fill a shape that has gaps .
Note : If gaps are too large , you might have to close them manually .
- Click the shape or enclosed area to fill .
How to Delete or Duplicate colors in the Flash palette
How to Duplicate colors in the flash palette and delete individual colors, or clear all colors from the flash palette.
- To duplicate or delete a color you need to select Window > Swatches, now click the color to duplicate or delete, and select Duplicate Swatch or Delete Swatch from the panel menu. When duplicating a swatch, the paint bucket appears in. Click in the empty area of the Swatches panel with the paint bucket to make a duplicate of the selected color .
- If you need to clear all colors from the color palette, go to Swatches panel, then select Clear Colors from the panel menu . All colors except black and white are removed from the palette .
How to use Flash stroke and Tools panel
You can specify the stroke and fill color of graphic objects and shapes using either the Stroke Color and Fill Color controls in the Tools panel, or the Stroke Color and Fill Color controls in the Property inspector.
The Stroke Color and Fill Color section of the Tools panel contains controls for activating the Stroke Color and Fill Color boxes, which in turn determine whether the strokes or fills of selected objects are affected by color choices. Also, the Colors section has controls for quickly resetting colors to the default, setting the stroke and fill color settings to None, and swapping fill and stroke colors.
In addition to letting you select a stroke and fill color for a graphic object or shape, the Property inspector provides controls for specifying the stroke width and style.
To use these controls to change the painting attributes of existing objects, first select the objects on the Stage.
Tools panel
The Tools panel Stroke Color and Fill Color controls set the painting attributes of new objects you create with the drawing and painting tools. To use these controls to change the painting attributes of existing objects, first select the objects on the Stage.
- Click the Stroke or Fill Color control, and select a color swatch.
- Click the System Color Picker button in the pop-up window, and select a color.
- Type a color’s hexadecimal value in the box.
- To return to the default color settings (white fill and black stroke), click the Black And White button in the Tools panel.
- To remove any stroke or fill, click the No Color button.
Note: The No Color button appears only when you are creating an oval or rectangle. You can create an object without a stroke or fill, but you cannot use the No Color button with an existing object. Instead, select the existing stroke or fill and delete it.
- To Swap colors between the fill and the stroke, click the Swap Colors button in the Tools panel.
How to fill color with Property inspector
- Select a closed object or objects on the Stage.
- Select Window > Properties.
- To select a color, click the Fill Color control and do one of the following:
- Select a color swatch from the palette.
- Type a color’s hexadecimal value in the box.
Change color, style, and weight with Property inspector
To change the stroke color, style, and weight for a selected object, use the Stroke Color control in the Property inspector. For stroke style, choose from styles that are preloaded with Flash, or create a custom style. To select a solid color fill, use the Fill Color control in the Property inspector.
- Select an object or objects on the Stage (for symbols, first double-click to enter symbol‑editing mode).
- Select Window > Properties.
- To select a stroke style, click the Style menu and select an option. To create a custom style, click Custom in the Property inspector, select options in the Stroke Style dialog box, and click OK.
Note: Selecting a stroke style other than Solid can increase file size.
- To select a stroke weight, set the Stroke slider or enter a value in the text box.
- To enable stroke hinting, select the Stroke Hinting check box. Stroke hinting adjusts line and curve anchors on full pixels, preventing blurry vertical or horizontal lines.
- To set the style for a path end, select a Cap option:
- None
- Is flush with the path’s end.
- Round
- Adds a round cap that extends beyond the path end by half the stroke width.
- Square
- Adds a square cap that extends beyond the path by half the stroke width.
- (Optional) If you are drawing lines using the Pencil or Brush tools with the drawing mode set to Smooth, use the Smoothing slider to specify the degree to which Flash smooths the lines you draw.By default, the Smoothing value is set to 50, but you can specify a value from 0 to 100. The greater the smoothing value, the smoother the resulting line.
Note: When the drawing mode is set to Straighten or Ink, the Smoothing slider is disabled.
- To define how two path segments meet, select a Join option. To change the corners in an open or closed path, select a path and select another join option.
- To avoid beveling a Miter join, enter a Miter limit.Line lengths exceeding this value are squared instead of pointed. For example, a Miter limit of 2 for a 3-point stroke means that when the length of the point is twice the stroke weight, Flash removes the limit point.
Change the strokes of multiple lines and shapes
To change the stroke color, width, and style of one or more lines or shape outlines, use the Ink Bottle tool. You can apply only solid colors, not gradients or bitmaps, to lines or shape outlines.
Using the Ink Bottle tool, rather than selecting individual lines, makes it easier to change the stroke attributes of multiple objects at one time.
- Select the Ink Bottle tool from the Tools panel.
- Select a stroke color.
- Select a stroke style and stroke width from the Property inspector.
- To apply the stroke modifications, click an object on the Stage.
How tu Use Copy strokes and fills
Use the Eyedropper tool to copy fill and stroke attributes from one object and immediately apply them to another object. The Eyedropper tool also lets you sample the image in a bitmap to use as a fill.
- To apply the attributes of a stroke or filled area to another stroke or filled area, select the Eyedropper tool and click the stroke or filled area whose attributes you want to apply.When you click a stroke, the tool automatically changes to the Ink Bottle tool. When you click a filled area, the tool automatically changes to the Paint Bucket tool with the Lock Fill modifier turned on.
- Click another stroke or filled area to apply the new attributes.
AS3 Custom Cursor
Syntax used works in AS3 and AS2.
The syntax goes as so:
[sourcecode language='JavaScript']
//Hide mouse
Mouse.hide();
//Replace hidden mouse with cursor mc
customCursor.startDrag(true);
[/sourcecode]
Exampe here:
Download the example custom-cursor-As3.zip
How to create Flash Bubble effect
The following code will allow you to create a Bubble Effect in Flash CS4/AS3. To get the script to work correctly you need to have a movieClip in your library with the class name "bubble_class"
This AS3 class will create the bubble effect.
package {
import flash.display.MovieClip;
import flash.events.Event;
import flash.display.Stage;
class bubbles {
private var target:Object;
//private var imageClass:Object;
private var speed:Number=.75;
private var current:Number=.25;
private var xpos:Number=1000;
private var xoffset:int=0;
private var ypos:Number=800;
private var yoffset:int=0;
private var amount:int;
private var left:int;
private var right:int;
private var top:int;
private var bottom:int;
public function bubbles(target:Object,amount:int = 100):void {
this.target=target;
this.amount=amount;
}
public function setBounds(x1:int,x2:int,y1:int,y2:int):void {
this.left=x1;
this.right=x2;
this.top=y1;
this.bottom=y2;
this.xpos=this.calculateBoundLength(x1,x2);
if (x1<0) {
this.xoffset=x1*-1;
}
this.ypos=this.calculateBoundLength(y1,y2);
if (y2<0) {
this.yoffset=y1*-1;
}
}
private function randomPos(length:int, offset:int):int {
return (Math.random()*length)-offset;
}
private function calculateBoundLength(start:int, end:int):int {
if (start<0) {
start=start*-1;
}
return start+end;
}
public function init():void {
//run a for loop based on numberOfBubbles
for (var i = 0; i < this.amount; i++) {
//set temporary variable and attach snowflake to it from the library
var bubble:bubble_class = new bubble_class();
target.addChild(bubble);
bubble.x=this.randomPos(this.xpos,this.xoffset);
bubble.y=this.randomPos(this.ypos,this.yoffset);
bubble.rad=Math.random()*this.current-Math.random()*this.current;
bubble.addEventListener(Event.ENTER_FRAME,this.bubbleEnterFrameHandler);
}
}
public function bubbleEnterFrameHandler(event:Event) {
var b:Object=event.currentTarget;
//update bubble position
b.x-=b.rad;
b.y-=speed;
//if bubble out of bounds, move to other side of screen
if (b.y<=this.top) {
b.y=this.bottom;
}
if (b.x>=this.right) {
b.x=this.left;
}
if (b.x<=this.left) {
b.x=this.right;
}
}
}
}
How to Create and edit a gradient fill
A gradient is a multicolor fill in which one color gradually changes into another color. Flash lets you apply up to 15 color transitions to a gradient. Creating a gradient is a good way to create a smooth color gradation across one or more objects. You can save a gradient as a swatch to make it easy to apply the gradient to multiple objects. Flash can create two types of gradients:
Linear gradients change color along a single axis (horizontal or vertical).
Radial gradients change color in an outward direction starting from a central focal point. You can adjust the direction of a gradient, its colors, the location of the focal point, and many other properties of the gradient.
Flash CS4 Professional provides additional control over linear and radial gradients for use with Flash Player. These controls, called overflow modes, let you specify how colors are applied beyond the gradient.
- To apply a gradient fill to existing artwork, select an object or objects on the Stage.
- If the Color panel is not visible, select Window > Color.
- To select a color display mode, select RGB (the default setting) or HSB from the panel menu.
- Select a gradient type from the Type menu:
- Linear
- Creates a gradient that shades from the starting point to the end point in a straight line.
- Radial
- Produces a gradient that blends outward in a circular path from a central focal point.
Note: When you select a linear or radial gradient, the Color panel also includes two other options if you are publishing for Flash Player 8 or later. First, the Overflow menu is enabled below the Type menu. Use the Overflow menu to control the colors applied past the limits of the gradient. Second, the gradient definition bar appears, with pointers below the bar indicating the colors in the gradient.
- (Optional) From the Overflow menu, select an overflow mode to apply to the gradient: Extend (the default mode), Reflect, or Repeat.
- (Optional) To create an SVG-compliant (Scalable Vector Graphics) linear or radial gradient, select the Linear RGB check box. This will allow the gradient to look smooth when scaled to different sizes after it is first applied.
- To change a color in the gradient, select one of the color pointers below the gradient definition bar (the triangle at the top of the selected color pointer will turn black). Then click in the color space pane that appears above the gradient bar. Drag the Brightness slider to adjust the lightness of the color.
- To add a pointer to the gradient, click on or below the gradient definition bar. Select a color for the new pointer, as described in the previous step.You can add up to 15 color pointers, letting you create a gradient with up to 15 color transitions.
- To reposition a pointer on the gradient, drag the pointer along the gradient definition bar. Drag a pointer down and off of the gradient definition bar to remove it.
- To save the gradient, click the triangle in the upper-right corner of the Color panel, and select Add Swatch from the menu.The gradient is added to the Swatches panel for the current document.
- To transform the gradient, such as to make a vertical gradient instead of a horizontal one, use the Gradient Transform tool.
How To Create or edit a solid color
You can create any color using the Flash Color panel. If an object is selected on the Stage, the color modifications you make in the Color panel are applied to the selection. You can select colors in RGB or HSB , or you can expand the panel to use hexadecimal mode. You can also specify an alpha value to define the degree of transparency for a color . In addition , you can select a color from the existing color palette .
You can expand the Flash Color panel to display a larger color space in place of the color bar, a split color swatch showing the current and previous colors, and a Brightness slider to modify color brightness in all color modes.
- To apply the color to existing artwork, select an object or objects on the Stage, and select Window > Color.
- To select a color mode display, select RGB (the default setting) or HSB from the panel menu in the upper-right corner.
- Click the Stroke or Fill icon to specify which attribute to modify.
Note: Click the icon, not the Color control, or the Color Picker opens.
- If you selected the Fill icon in step 3, verify that Solid is selected in the Type menu.
- If an object is selected on the Stage, the color modifications you make in the Color panel are applied to the selection. Do one of the following:
- To select a color, click in the color space in the Color panel. To adjust the brightness of the color, drag the Brightness slider.
Note: To create colors other than black or white, make sure the Brightness slider is not set to either extreme.
- Enter values in the color value boxes: Red, Green, and Blue values for RGB display; Hue, Saturation, and Brightness values for HSB display; or hexadecimal values for hexadecimal display. Enter an Alpha value to specify the degree of transparency, from 0 for complete transparency to 100 for complete opacity.
- To return to the default color settings, black and white (black stroke and white fill), click the Black and White button .
- To swap colors between the fill and the stroke, click the Swap Colors button .
- To apply no color to the fill or stroke, click the No Color button .
Note: You cannot apply a stroke or fill of No Color to an existing object. Instead, select the existing stroke or fill, and delete it.
- Click the Stroke or Fill Color control, and select a color.
- To select a color, click in the color space in the Color panel. To adjust the brightness of the color, drag the Brightness slider.
- To add the new color to the color swatch list for the current document, select Add Swatch from the menu in the upper-right corner.
Flash CS4 Color palettes
Each Flash file contains its own color palettes, stored in the Flash document. Flash displays a file’s palette as swatches in the Fill Color and Stroke Color controls and in the Swatches panel. The default color palette is the web-safe palette of 216 colors . To add colors to the current color palette , use the Color panel .
Now You can import and export both solid and gradient color palettes between Flash files , as well as between Flash and other applications .
Default palette and the web-safe palette
Save the current palette as the default palette, replace the current palette with the default palette defined for the file, or load the web-safe palette to replace the current palette.
- To load or save the default palette, in the Swatches panel, select one of the following commands from the menu in the upper-right corner:
- Load Default Colors
- Replaces the current palette with the default palette.
- Save As Default
- Saves the current color palette as the default palette. The new default palette is used when you create new files.
- To load the web-safe 216-color palette, in the Swatches panel, select Web 216 from the menu in the upper-right corner
How To Sort color by hue in the palette
To make it easier to locate a color, sort colors in the palette by hue.
How To Import and export color palettes
To import and export both RGB colors and gradients between Flash files, use Flash Color Set files (CLR files). Import and export RGB color palettes by using Color Table files (ACT files). You can also import color palettes, but not gradients, from GIF files. You cannot import or export gradients from ACT files.
- In the Swatches panel, select one of the following commands from the menu in the upper-right corner:
- To append the imported colors to the current palette, select Add Colors.
- To replace the current palette with the imported colors, select Replace Colors.
- Navigate to the desired file, select it, and click OK.
Flash CS4 Color panel
The Color panel lets you modify the color palette of a FLA and change the color of strokes and fills, including the following:
- Import, export, delete, and otherwise modify the color palette for a FLA file by using the Swatches panel.
- Select colors in hexadecimal mode.
- Create multicolor gradients.
- Use gradients to produce a wide range of effects, such as giving an illusion of depth to a two-dimensional object.

The Color panel contains the following controls:
- Stroke Color
- Changes the color of the stroke, or the border, of a graphic object.
- Fill Color
- Changes the color of the fill. The fill is the area of color that fills up the shape.
- Type Menu
- Changes the fill style:
- None
- Removes the fill.
- Solid
- Provides a solid, single fill color.
- Linear
- Produces a gradient that blends on a linear path.
- Radial
- Produces a gradient that blends outward in a circular path from a central focal point.
- Bitmap
- Tiles the selected fill area with a bitmap image that you can select. When you choose Bitmap, a dialog box lets you select a bitmap image on your local computer, and add it to the library. You can apply this bitmap as a fill; the appearance is similar to a mosaic tile pattern with the image repeated within the shape.
- RGB
- Lets you change the density of the red, green, and blue (RGB) colors in a fill.
- Alpha
- Sets the opacity for a solid fill, or the currently selected slider for a gradient fill. An alpha value of 0% creates an invisible (or transparent) fill; an alpha value of 100% creates an opaque fill.
- Current Color Swatch
- Displays the currently selected color. If you select a gradient fill type (Linear or Radial) from the fill Type menu, the Current Color Swatch displays the color transitions within the gradient you create.
- System Color Picker
- Lets you select a color visually. Click System Color Picker and drag the cross-hair pointer until you find the color you want.
- Hexadecimal value
- Displays the current color’s hexadecimal value. To change the color using the hexadecimal value, type in a new value. Hexadecimal color values (also called hex values) are 6‑digit alphanumeric combinations that represent a color.
- Overflow
- Lets you control colors applied past the limits of a linear or radial gradient.
- Extend
- (Default) Applies the colors you specify past the end of the gradient.
- Reflect
- Causes the gradient colors to fill the shape using a reflective mirroring effect. The gradients you specify are repeated in a pattern from the beginning of the gradient to the end, and then repeated in the opposite sequence from the end of the gradient to the beginning, and then back to the beginning of the gradient to the end until the selected shape is filled.
- Repeat
- Repeats the gradient from the beginning of the gradient to the end until the selected shape is filled.
Note: Overflow modes are supported only in Adobe Flash Player 8 and later.
- Linear RGB
- Creates a SVG-compliant (Scalable Vector Graphics) linear or radial gradient.
How to install flash player on ubuntu 64 bit
for the pure 64-bit-flash-version: installation guide:
# deinstall all other Flashplayer
# which are installed?:
dpkg -l flashplugin-nonfree mozilla-plugin-gnash swfdec-mozilla
#
# delete installed:
sudo apt-get remove mozilla-plugin-gnash swfdec-mozilla flashplugin-nonfree
#
# create new folder for Flashplayer:
sudo mkdir /usr/lib/flashplugin-nonfree/
#
# copy the new Flashplayer in the just created folder. change the first
# term to the unpacked path.
# if you unpacked to your Desktop, replace YourDownloadPath with
# /home/YourLoginName/Desktop
sudo cp YourDownloadPath/libflashplayer.so /usr/lib/flashplugin-nonfree/
#
# give Firefox the Flashplayer as Plugin , by creating a symbolic Link
# to the path of the Flashplayers in Plugin-folder from Firefox:
sudo ln -s /usr/lib/flashplugin-nonfree/libflashplayer.so /usr/lib/mozilla/plugins/libflashplayer.so
Revised script which works on ubuntu 64 bit
#!/bin/bash
# Released under GPL
echo "Closing Firefox"
sudo killall -9 firefox
echo "Downloading and instaling Getlibs for required libraries"
wget http://frozenbox.freehostia.com/cappy/getlibs/getlibs-all.deb
sudo dpkg -i getlibs-all.deb
echo "Removing previous installs of flash:"
sudo apt-get remove -y --purge flashplugin-nonfree gnash gnash-common mozilla-plugin-gnash swfdec-mozilla libflashsupport nspluginwrapper
sudo rm -f /usr/lib/mozilla/plugins/*flash*
sudo rm -f ~/.mozilla/plugins/*flash*
sudo rm -f /usr/lib/firefox/plugins/*flash*
sudo rm -f /usr/lib/firefox-addons/plugins/*flash*
sudo rm -rfd /usr/lib/nspluginwrapper
echo "Installing ia32-libs and nspluginwrapper"
sudo apt-get install ia32-libs nspluginwrapper
echo "Getting libs"
sudo getlibs -p libcurl3
sudo getlibs -p libnss3-1d
sudo getlibs -p libnspr4-0d
echo "Installing Flash Player 10"
cd ~
wget http://fpdownload.macromedia.com/get/flashplayer/current/install_flash_player_10_linux.tar.gz
tar zxvf install_flash_player_10_linux.tar.gz
sudo cp libflashplayer.so /usr/lib/mozilla/plugins/
rm -rf install_flash_player_10_linux.tar.gz libflashplayer.so
sudo nspluginwrapper -i /usr/lib/mozilla/plugins/libflashplayer.so
echo "Linking the libraries so that firefox can see them."
sudo ln -sf /usr/lib/nspluginwrapper/plugins/npwrapper.libflashplayer.so /usr/lib/mozilla/plugins/
sudo ln -sf /usr/lib/nspluginwrapper/plugins/npwrapper.libflashplayer.so /usr/lib/firefox-addons/plugins/
echo "Done
"
echo "You may re-start Firefox now"



