Hands-On: Flash MX 2004 the Basics
Exercise 4.1: Breaking Apart Bitmap Images
You can not edit any image in Flash MX 2004 that hasn’t been broken
apart. Once you break apart the image you will be able to do just about anything
you’d like with it. Use the following three mini-exercises to get some hands-on training.
- Import a bitmap file to the Stage.
 Center the
bitmap graphic on the Stage by dragging it or use the Align panel.
- Select the bitmap graphic, notice that there is not a blue line around
it, but a gray line with white dots. This is the sign of a bitmap not
vector object.
- Chose Modify > Break Apart, the image is now a fill instead of
a bitmap object. Notice all the little white dots all over the image.
- Select the Lasso tool.
- Use these Lasso settings in the Options menu at the bottom
of the Tools panel. Select the Magic Wand tool and then select the Magic Wand
Properties tool on the right, use these setting if you are downloading the images
provided. The higher the Threshold setting, the more Flash will select for you
to delete.
The Magic Wand settings are Threshold: 20 and Smoothing: normal.

- Clicking on the background will produce selection areas that can be deleted;
it will take about three clicks to totally delete this background. If the red
line around the bottle is annoying, you can use other bitmap editing tools to
erase it.

The results will always be better if you use a real image editing program
such as Fireworks MX 2004, however, in a bind this will work.
Exercise 4.2: Tracing Bitmap Images and Turning into Vector Images
Now let’s try tracing a bitmap image so that the bitmap will turn into
a vector image.

- Import a bitmap graphic to the Stage.
- Drag the image to the center of the Stage or use the Align
panel.
- Select the image and then, choose Modify > Bitmap > Trace
Bitmap.
- Use these settings in the Trace Bitmap dialog box:
Color
Threshold: range from 100 to 50.
(A higher number equals a blockier image; a lower number equals a smoother
image).
Minimum Area: range from 8 to 4. Eight is the default setting. (Again
a higher number equals a blockier image; a lower number equals a smoother image).
Curve Fit: choose Normal
Corner Threshold: choose Normal .
 
This wasn’t acceptable so I tried a Color threshold of 50. I didn’t
like this one either so I tried a Color threshold of 20 and a Minimum area of
4 pixels. Not bad but I might have really increased the image size this way.
I won’t know how big this file is until I optimize the file for publication
and this won’t be the case for this demo. In the screen shot below the
finished Traced Bitmap is on the right and the original bitmap graphic is shown
on the left, certainly close enough to pass.

The screen
shot below shows what a Traced Bitmap vector file looks like when it’s
dragged from one location to another. Now you can see all the vector lines that
I’m worried about, this could be a large file.

Exercise 4.3: Filling Drawn Objects with Bitmap Fills
Now let’s try working with Bitmap fills. Perhaps you can find an interesting
way to use this trick on one of your pages one day.
- Select a Bitmap image to Import to the Library.
- Choose the Color Mixer panel.
- Choose Bitmap from the drop-down menu. If you select a bitmap
image from the thumbnails, it will automatically fill any shape you draw on the
stage.
- Draw a shape on the Stage.
The shape should
be filled with a new Bitmap fill.
- Select the Fill Transform tool.
- Click on the newly filled image with the Fill Transform tool.
 
That small white shape in the middle of the rectangle needs to be made
larger. Locate the lower left triangle shape and then hold the [Shift]
key down while you drag to enlarge the image . The image can be made into
any shape or size now.
These image files were used in this exercise, you can find them here:
http://profal2.com/cis127/pdf/assets/flash/holdglass2.png
http://profal2.com/cis127/pdf/assets/flash/winebottle.png
http://profal2.com/cis127/pdf/assets/flash/wineimage.jpg
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