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Imported bitmaps
Work with imported bitmapsWhen you import a bitmap into Flash, you can modify that bitmap and
use it in your Flash document in a
variety of ways.
If a Flash document
displays an imported bitmap at a size larger than the original,
the image may be distorted. To be sure that images are displayed properly,
preview imported bitmaps.
When you select a bitmap on the
Stage, the Property inspector displays the bitmap’s symbol name
and its pixel dimensions and position on the Stage. Using the Property
inspector, you can swap an instance of a bitmap—that
is, replace the instance with an instance of another bitmap in the
current document.
The following video tutorial describes the
use of bitmaps in Flash:
Display the Property inspector with bitmap properties- Select an instance of a bitmap on the
Stage.
- Select Window > Properties.
Replace an instance of a bitmap with an instance of another bitmap- Select a bitmap instance on the Stage.
- Select Window > Properties, and click Swap.
- Select a bitmap to replace the one currently assigned
to the instance.
Set bitmap propertiesYou
can apply anti-aliasing to an imported bitmap to smooth the edges
in the image. You can also select a compression option to reduce
the bitmap file size and format the file for display on the web.
- Select a bitmap in the Library panel and click
the Properties button at the bottom of the Library panel.
- Select
Allow Smoothing. Smoothing improves the quality of bitmap images when
they are scaled.
- For Compression, select
one of the following options:
- Photo (JPEG)
- Compresses the image in JPEG format. To use the default compression
quality specified for the imported image, select Use Document Default
Quality. To specify a new quality compression setting, deselect
Use Document Default Quality and enter a value between 1 and 100
in the Quality text field. (A higher setting preserves greater image
integrity but yields a larger file size.)
- Lossless (PNG/GIF)
- Compresses
the image with lossless compression, in which no data is discarded
from the image.
Note: Use Photo compression for images with complex
color or tonal variations, such as photographs or images with gradient
fills. Use lossless compression for images with simple shapes and
relatively few colors.
- To determine the results of the file compression, click
Test. To determine if the selected compression setting is acceptable,
compare the original file size to the compressed file size.
- Click OK.
Note: JPEG Quality settings that you select in the Publish
Settings dialog box do not specify a quality setting for imported
JPEG files. Specify a quality setting for each imported JPEG file
in the Bitmap Properties dialog box.
Import a bitmap at runtime
- Select the bitmap in the Library panel.
- Do one of the following:
Select Linkage from the Panel menu in the
upper-right corner of the panel.
Right-click (Windows) or Control-click (Macintosh)
the bitmap name in the Library panel, and select Properties from
the context menu.
If the Linkage properties aren’t visible
in the Properties dialog box, click Advanced.
- For Linkage, select Export For ActionScript.
- Enter an identifier string in the text field, and click
OK.
Apply a bitmap as a fillTo apply a bitmap as a fill to a graphic object,
use the Color panel. Applying a bitmap as a fill tiles the bitmap
to fill the object. The Gradient Transform tool allows you to scale,
rotate, or skew an image and its bitmap fill.
- To apply the fill to existing artwork, select
a graphic object or objects on the Stage.
- Select Window > Color.
- Select Bitmap from the pop-up menu in the upper right
of the panel.
- To use a larger preview window to display more bitmaps
in the current document, click the arrow in the lower-right corner
to expand the Color panel.
- Click a bitmap to select it.
The bitmap becomes the current fill color. If you selected
artwork in step 1, the bitmap is applied as a fill to the artwork.
Edit a bitmap in an external editorIf you are editing
a Fireworks PNG file imported as a flattened image, edit the PNG source
file for the bitmap, when available.
Note: You cannot edit bitmaps from Fireworks PNG files imported
as editable objects in an external image editor.
If you have Fireworks 3 or later or another image-editing application
installed on your system, you can start the application from Flash to edit an imported bitmap.
Edit a bitmap with Fireworks 3 or later- In the Library panel, right-click (Windows)
or Control-click (Macintosh) the bitmap’s icon and select Edit With
Fireworks 3.
- Specify whether to open the PNG source file or the bitmap
file.
- Perform the desired modifications to the file in Fireworks.
- In Fireworks, select File > Update.
- Return to Flash.
The file is automatically updated in Flash.
Edit a bitmap with another image-editing application- In the Library panel, right-click
(Windows) or Control-click (Macintosh) the bitmap’s icon, and select
Edit With.
- Select an image-editing application to open the bitmap
file, and click OK.
- Perform the desired modifications to the file in the
image-editing application.
- Save the file in the image-editing application.
The file is automatically updated in Flash.
- Return to Flash to continue
editing the document.
Break apart a bitmap and create a bitmap fillBreaking apart a bitmap on
the Stage separates the on-Stage image from its library item and
converts it from a bitmap instance to a shape. When you break apart
a bitmap, you can modify the bitmap with the Flash drawing and painting tools. Using
the Lasso tool with the Magic Wand modifier, you can select areas
of the bitmap that contain the same or similar colors.
To
paint with a broken-apart bitmap, select the bitmap with the Eyedropper
tool and apply the bitmap as a fill with the Paint Bucket tool or
another drawing tool.
Break a bitmap apart- Select a bitmap in the current scene.
- Select
Modify > Break Apart.
Change the fill of areas of a broken-apart bitmap- Select the Lasso
tool, click the Magic Wand modifier, and set the following options:
For Threshold, enter a value between 1
and 200 to define how closely the color of adjacent pixels must
match to be included in the selection. A higher number includes
a broader range of colors. If you enter 0, only pixels of the exact
same color as the first pixel you click are selected.
For Smoothing, select an option to define how much
the edges of the selection are smoothed.
- To select an area, click the bitmap. To add to the selection,
continue clicking.
- To fill the selected areas in the bitmap, select the
fill to use from the Fill Color control.
- To apply the new fill, select the Paint Bucket tool and
click anywhere in the selected area.
Use the Eyedropper tool to apply a bitmap fill- Select the Eyedropper tool and click
the broken-apart bitmap on the Stage. The Eyedropper tool sets the
bitmap to be the current fill and changes the active tool to the
Paint Bucket.
- Do one of the following:
To apply the bitmap as a fill, click an
existing graphic object with the Paint Bucket tool.
Select the Oval, Rectangle, or Pen tool, and draw
a new object. The object is filled with the broken-apart bitmap.
To
scale, rotate, or skew the bitmap fill, use the Paint Bucket tool.
Convert a bitmap to a vector graphicThe Trace Bitmap
command converts a bitmap into a vector graphic with editable, discrete
areas of color. You manipulate the image as a vector graphic, and
you can reduce the file size.
When you convert a bitmap to
a vector graphic, the vector graphic is no longer linked to the
bitmap symbol in the Library panel.
Note: If the imported bitmap
contains complex shapes and many colors, the converted vector graphic
might have a larger file size than the original bitmap. To find
a balance between file size and image quality, try a variety of
settings in the Trace Bitmap dialog box.
You can also break
apart a bitmap to modify the image with Flash drawing
and painting tools.
- Select a bitmap in the current scene.
- Select
Modify > Bitmap > Trace Bitmap.
- Enter a Color Threshold value.
When two pixels are compared, if the difference in the
RGB color values is less than the color threshold, the two pixels
are considered the same color. As you increase the threshold value,
you decrease the number of colors.
- For Minimum Area, enter a value to set the number of
surrounding pixels to consider when assigning a color to a pixel.
- For Curve Fit, select an option to determine how smoothly
outlines are drawn.
- For Corner Threshold, select an option to determine whether
sharp edges are retained or smoothed out.
To create a vector graphic that looks most like the original
bitmap, enter the following values:
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