Work with imported bitmaps
When you import a bitmap into Flash Professional, you can modify that bitmap and use it in your Flash Professional document in a variety of ways.
If a Flash Professional 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 Professional:
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 properties
You 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.
Import a bitmap at runtime
To add bitmaps to a document at runtime, use the ActionScript® 2.0 or the ActionScript 3.0 BitmapData command. To do so, specify a linkage identifier for the bitmap. For more information, see Assigning linkage to assets in the library in Learning ActionScript 2.0 in Adobe Flash or Exporting library symbols for ActionScript in the ActionScript 3.0 Developer’s Guide.
- 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 fill
To 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.
Edit a bitmap in an external editor
If you are editing a Fireworks PNG file imported as a flattened image, edit the PNG source file for the bitmap, when available.
If you have Fireworks 3 or later or another image-editing application installed on your system, you can start the application from Flash Professional to edit an imported bitmap.
Edit a bitmap with Photoshop CS5 or later
In the Library panel, right-click (Windows) or Control-click (Macintosh) the bitmap’s icon and select Edit With Photoshop CS5.
Perform the desired modifications to the file in Photoshop.
In Photoshop, select File > Save. (Do not change the file name or format.)
Return to Flash Professional.
The file is automatically updated in Flash Professional.
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 Professional.
The file is automatically updated in Flash Professional.
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 Professional.
Return to Flash Professional to continue editing the document.
Break apart a bitmap and create a bitmap fill
Breaking 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 Professional 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.
Convert a bitmap to a vector graphic
The 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.
You can also break apart a bitmap to modify the image with Flash Professional 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:
Color Threshold: 10
Minimum Area: 1 pixel
Curve Fit: Pixels
Corner Threshold: Many Corners
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 Free Transform tool.
