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Chapter 7: Integrating FreeHand MX with Other Macromedia Products

Posted: July 15th, 2010 | Author: admin | Filed under: Book IV FreeHand MX | Comments Off

In This Chapter

Integrating FreeHand with Fireworks

Integrating FreeHand with Macromedia Flash

Integrating FreeHand with Dreamweaver

M acromedia Studio MX 2004 is a complete package that offers graphic

Designers and Web designers a wonderful set of tools to work with.

The applications share some common components, and the interfaces are

Similar, making it easy to branch out from one Macromedia Studio applica -

Tion to another. In addition to sharing common interface elements,

Macromedia applications can use items created in other Macromedia appli -

Cations. For example, you can create a multipage FreeHand document and

Export it as a Flash movie. You can also take advantage of FreeHand’s supe -

Rior illustration tools to create objects that would be difficult or impossible

To create with Flash or Fireworks. You can then export the objects for use in

A Fireworks document that will be used in a Dreamweaver MX 2004 Web

Design, or incorporate the objects in a Flash movie or application. You can

Also publish a FreeHand document as HTML that you can modify in

Dreamweaver.

In this chapter, we show you some of the ways FreeHand integrates with

Other Macromedia applications. We explain how to export illustrations as

Images for the Web and how to export a multipage document for use as a

Flash movie.

Integrating FreeHand with Fireworks

When you create artwork in FreeHand, you can export it for use in a

Fireworks MX 2004 document. You can do this if you prefer the drawing

Toolset in FreeHand, but you also need to use the enhanced Web graphics

Features in Fireworks to create documents for Web pages. Fireworks also fea -

Tures enhanced optimization tools that enable you to optimize an image for

An intended destination, producing a document with the smallest possibleIntegrating FreeHand with Macromedia Flash 472

File size with acceptable image quality. You can export documents as image

Files, or as AI (Adobe Illustrator) or EPS (Encapsulated PostScript) files, that

Can be opened in Fireworks. For information on file types you can open in

Fireworks, refer to Book III, Chapter 8.

In addition to exporting your documents to Fireworks, you can simply save

Them as FH11 files and open them directly in Fireworks. Should you choose

To go this route, your layers will be maintained. However, once you edit the

File in Fireworks, you’ll need to save it in the native Fireworks format (PNG).

Even though you can export a FreeHand document as a PNG file, when you

Open the file in Fireworks, all objects and layers are flattened and cannot be

Edited.

You can also get FreeHand objects into Fireworks by dragging and dropping.

To do this, create your artwork in FreeHand, and then launch Fireworks. You

Then need to resize both application windows so that they are tiled side by

Side. At this point, you can drag an object from a FreeHand document into a

Fireworks document.

Integrating FreeHand with Macromedia Flash

If you’ve used Macromedia Flash, you know the software has a wonderful

Toolset for creating animations; however, traditional graphic illustrators may

Find the drawing tools somewhat quirky. Even though Macromedia Flash has

A powerful Pen tool that enables you to create open and closed paths, if

Your background is in graphic illustration, you’ll find the more powerful

FreeHand toolset preferable. In this regard, you can create a multipage docu -

Ment using the FreeHand drawing tools to create characters that change

From page to page. In the upcoming sections, we show you how to animate

The artwork you create in FreeHand and export the document as a Flash

SWF movie file.

Creating animations

When you want to animate objects that you intend to use in Flash movies,

You place the objects on separate layers. You can animate objects, groups,

Or blends. If you want to animate a single object and make it appear to move

From one point of the page to another, follow these steps:

1. Use the Pointer tool to select the object you want to animate, press

The Alt key, and drag to duplicate the object.

As you drag, FreeHand creates a preview of the duplicate’s current

Position. Book IV

Chapter 7

Integrating FreeHand with Macromedia Flash 473

2. Release the mouse button when the duplicate object is in the desired

Position.

After you create the duplicate, you can use any tool to modify the

Shape. Do this when you want the shape to morph during the animation.

For that matter, you can create a different object instead of creating a

Duplicate, and then follow the remaining steps to morph from one shape

To another.

3. Select the Blend tool from the Tools panel.

The Blend tool, represented by the icon with three shapes (a blue star

In front and a red circle in the back), is to the right of the Trace tool.

4. Click the original object and drag to the duplicate object.

FreeHand creates a blend between the original and the duplicate

Objects.

5. If desired, leave the blended object selected and adjust its properties

In the Object tab of the Properties panel.

By default, the blend consists of 25 steps. You can change the number of

Steps as well as other properties.

6. Choose Xtras➪Animate➪Release to Layers.

The Release to Layers dialog box appears.

7. Accept the default Sequence option and click OK.

FreeHand releases the objects to layers.

After you release the blend to layers, you can preview the animation as it

Will appear in the Macromedia Flash Player. Note: The animation sequence

Is determined by the stacking of layers, and goes from the bottom layer up.

Objects on the Background layer are shown on all frames of the animation.

To preview the animation as a Flash movie, follow these steps:

1. Choose Window➪Movie➪Test.

FreeHand creates an SWF file and opens the movie in another window.

When the window opens, the animation does not automatically play.

2. You control the movie by choosing Window➪Movie and choosing one

Of these commands:

• Play: Restarts the movie after you stop it.

• Stop: Stops the movie.

• Rewind: Rewinds the movie to the first frame.

• Step Forward: Advances the movie to the next frame.

Integrating

FreeHand MXIntegrating FreeHand with Macromedia Flash 474

• Step Backward: Rewinds the movie to the previous frame.

• Export: Opens the Export Movie dialog box.

• Movie Settings: Opens the Movie Settings dialog box.

After you preview the movie, close the SWF preview window. The file

You made the movie from is open in the FreeHand window.

Using ActionScript

When you create a document in FreeHand with the intention of exporting it as

A Flash movie, you can integrate ActionScript in the Flash movie. ActionScript

Adds a degree of interaction to a Flash movie. You can assign ActionScript to

Objects in your FreeHand movie that cause the movie to advance to another

Frame, stop, enable users to drag an object from one place to another, and so

On. You choose which event causes the ActionScript to execute; for example,

The downstroke or upstroke of a mouse click. The ActionScript is embedded

In the Flash movie you export. You can assign one of the following actions to

An object in a FreeHand document:

✦ Go To: Advances the movie to another frame or scene.

✦ Play: Plays the movie frame by frame.

✦ Stop: Stops the movie.

✦ Print: Prints the frame.

✦ Full Screen: Displays the movie in Full Screen mode, regardless of the

Document size.

✦ Start/Stop Drag: Causes the object to be draggable, based on the event

You choose; for example, when a user presses the mouse button.

You can assign ActionScript to a bitmap image or object in your FreeHand

Document by following these steps:

1. Use the Pointer tool to select the object to which you want to assign

ActionScript.

2. Select Window➪Navigation.

The Navigation panel appears, as shown in Figure 7-1.

3. Select an action from the Action drop-down list.

You can select any of the actions listed in the previous bullet list.

4. Select the event that triggers the action from the Event drop-down

List.

For more information on ActionScript events, refer to Book V, Chapter 8.Book IV

Chapter 7

Integrating FreeHand with Macromedia Flash 475

5. If the action you select requires parameters, the Parameters drop -

Down list becomes active. Select the parameter that suits the way you

Want the action to execute.

For more information on ActionScript parameters, refer to Book V,

Chapter 8.

6. Close the Navigation panel.

The action is added to the object. Test the movie to make sure the

Action executes properly.

Exporting Flash movies

After you create an animation and add ActionScript to objects in the docu -

Ment, you can export the document as a Flash movie. You can export the

Movie for the Macromedia Flash Player 7. To export your document as a

Flash movie, follow these steps:

1. Choose File➪Export.

The Export Document dialog box appears.

2. From the Save as Type drop-down list, select Macromedia Flash SWF.

3. Click the Setup button.

The Movie Settings dialog box, shown in Figure 7-2, appears.

4. In the Optimization section, select compression options from the Path

Compression and the Image Compression drop-down lists.

The default compression setting is Medium. Select a higher setting to

Create a smaller file size with lower image quality. Select a lower setting

For higher image quality at the expense of a larger file size.

Figure 7-1:

Some

Options

In the

Navigation

Panel

May be

Unavailable,

Depending

On other

Options

Selected.

Integrating

FreeHand MXIntegrating FreeHand with Macromedia Flash 476

5. If your document has dashed lines, you can convert them to individ -

Ual objects by selecting the Trace Dashed Strokes check box.

If you select this option, FreeHand creates an individual object for each

Dash. This results in a larger file size, but you can edit each dash as

An object if you import the movie into Macromedia Flash. If you don’t

Convert the dashed lines to individual objects, they will be converted

To solid lines.

6. Select one of the following options from the Text drop-down list:

• Maintain Blocks: Select this option if you want to be able to edit the

Text when you import the file into Macromedia Flash.

• Convert to Paths: Select this option, and FreeHand converts text

Objects to paths that cannot be edited as text in Macromedia Flash.

This results in a smaller file size.

• None: Select this option, and FreeHand does not export text objects

With the Flash movie.

7. In the Export Options section, select a Page option.

This determines how many pages of the document are exported as

Frames. Select the All option to export all pages, or enter specific page

Numbers in the From and To fields.

8. If your document has more than a single page, select the single or

Multiple option from the Movie radio button.

If you select the Single option, all the pages in your document will be

Exported as a single movie. If you select the Multiple option, each page

Will be exported as a separate movie.

Figure 7-2:

Control

Movie

Parameters

With the

Movie

Settings

Dialog box. Book IV

Chapter 7

Integrating FreeHand with Macromedia Flash 477

9. Select one of the following options from the Layers radio button:

• Animate: Select this option to export each page as a separate SWF

File. Layers on each page are converted to frames.

• Flatten: Select this option to export each page of the document

In a single SWF file. Layers on each page are flattened to a single

Image.

10. Accept the default frame rate of 12 fps (frames per second) or enter a

Different value.

This value is the number of frames that result in one second of playback

In the Flash movie. Enter a lower value for a smaller file size that may

Cause jerky motion when the movie is played; enter a higher value for

Smoother motion at the expense of a larger file.

11. Select the Autoplay option (enabled by default), and the movie begins

Playing as soon as it loads into the Macromedia Flash Player.

Deselect this option if you have added ActionScript that causes the

Movie to begin playing when a user clicks an object in the Flash movie.

12. Select the Full Screen Playback option, and the exported Flash movie

Expands to fill the user’s screen.

The user can exit full-screen mode by pressing the Esc key.

13. Select the Protect from Import option, and the movie cannot be

Imported into Macromedia Flash MX 2004, or any previous version.

This option prevents other animators from dissecting your handiwork

In any version of Macromedia Flash. Do not select this option if you

Intend to use the exported Flash movie as part of another production

You are editing in Macromedia Flash.

14. Click OK.

The Movie Settings dialog box closes.

15. Enter a name for the file and specify the folder to which you want the

File saved.

16. Click the Save button.

FreeHand exports the file as an SWF movie.

A new feature in FreeHand MX allows you to edit the Flash source file of

An imported SWF file by selecting the SWF and clicking the FreeHand to

Flash button in the Object tab of the Properties panel. Edit the movie in

Macromedia Flash and click the Save button. Macromedia Flash exports

The updated movie and closes. The updated SWF shows up automatically

In FreeHand.

Integrating

FreeHand MXIntegrating FreeHand with Dreamweaver 478

Integrating FreeHand with Dreamweaver

The artwork that you create in FreeHand can be exported in formats you

Can use in a Dreamweaver HTML document. You can export documents as

JPEG or GIF files. You can also export documents as SWF files that you can

Then embed in Web pages you create within Dreamweaver.

In addition, you can add navigation links to objects in your FreeHand docu -

Ments and publish the document as an HTML file. If this piques your curios -

Ity, please read the following sections.

Adding navigation links

You can add a navigation link to any object in a FreeHand document. This

Option is handy when you intend to publish the document as an HMTL file. To

Add a navigation link to an object in a FreeHand document, follow these steps:

1. Use the Pointer tool to select the object to which you want to add the

Link.

You can add a link to a text object, a path, or a bitmap image. However,

If you assign a link to an open path, you don’t give the user much of a

Target area to click.

2. Choose Window➪Navigation.

The Navigation panel opens, as shown in Figure 7-3.

3. In the Link field, enter the URL you want linked to the object.

This is the Web page that appears in the user’s browser when the link is

Clicked. If the Web page is at the same Web site, you only need to enter

The filename of the page you want opened when the link is clicked; for

Figure 7-3:

We’ve typed

A URL in the

Link field

Of the

Navigation

Panel. Book IV

Chapter 7

Integrating FreeHand with Dreamweaver 479

Example: myPage. htm. If the file is in a different directory, you need to

Enter the relative path to the file; for example, htmldocs/myHtmldoc.

Htm. If the Web page resides at another Web site, you need to enter the

Absolute path to the Web page, such as http://www. dasdesigns. net/

About. htm.

4. Close the Navigation panel.

The link is assigned to the object and will be written as HTML code

When the document is published as an HTML file.

Publishing a document as HTML

When you create a FreeHand document that you intend to use as a Web

Page, you can publish the document as an HTML file that you can edit in

Dreamweaver. When you publish a FreeHand document as an HTML file,

FreeHand writes the HTML code needed to display the objects and bitmaps

In the document in a Web browser, as well as to create any links you assigned

To objects in the document. To export a FreeHand document as an HTML file,

Follow these steps:

1. Choose File➪Publish as HTML.

The HTML Output dialog box opens, as shown in Figure 7-4.

2. Click the Setup button.

The HTML Setup dialog box appears, as shown in Figure 7-5.

3. In the Document Root field, enter the folder where the files for your

Web site are stored.

If you’re using the file in a Web site you’ve already created in

Dreamweaver, store the file in the same directory as your Dreamweaver

HTML documents.

Figure 7-4:

Exporting a

FreeHand

File as

HTML.

Integrating

FreeHand MXIntegrating FreeHand with Dreamweaver 480

4. Select one of the following options from the Layout drop-down list:

• Positioning with Layers: Select this option, and FreeHand creates

HTML code that positions the objects using HTML layers. This

Option precisely places each object in the document. Browsers capa -

Ble of decoding HTML 3.0 or greater support layers.

• Positioning with Tables: Select this option, and FreeHand creates an

HTML document with a table. Each object in the document is placed

In a table cell. Overlapping objects are sliced or combined to fit

Table cells. Most popular Web browsers support tables.

5. Select the option applicable to the language in your document from

The Encoding drop-down list.

The default, Western (Latin 1), is the proper encoding format for the

English language.

6. Select one of the following options from the Vector Art drop-down

List: GIF, JPEG, PNG, or SWF.

This option determines which format FreeHand uses when converting

Paths in your document to images that will be displayed in a Web

Browser.

7. Select one of the following options from the Images drop-down list:

GIF, JPEG, PNG, or SWF.

The option determines the file format FreeHand uses to convert bitmap

Images in your document into images that are displayed when the

HTML document is loaded into a Web browser. If the image has millions

Of colors, choose JPEG. If the image has large areas of solid color,

Choose GIF.

8. Click OK.

The HTML Setup dialog box closes, and you’re back at the HTML Output

Dialog box.

Figure 7-5:

Customizing

The HTML

Setup. Book IV

Chapter 7

Integrating FreeHand with Dreamweaver 481

9. Select an option for Pages.

You can publish all pages as HTML documents, or specify a range of

Pages to publish.

10. Select the Show Output Warnings option (selected by default), and

FreeHand displays the HTML Output Warnings dialog box when con -

Verting the document to HTML.

The HTML Output Warnings dialog box warns you of any potential

Anomalies that would prevent the page from displaying properly in a

Web browser.

11. Select the View in Browser or HTML Editor option.

This option is selected by default. When the document is converted,

FreeHand opens the exported HTML document in your default Web

Browser. You can specify another Web browser or HTML editor by click -

Ing the Browse button and using the Open dialog box to navigate to the

Folder where the browser or HTML editor is located.

12. Select the Save as HTML option.

FreeHand converts the file to HTML format and the HTML Output

Warnings window appears (it may be hidden behind the browser

Window). The file is displayed in your default browser if you choose

This option. If the file is displayed in a browser, you can check to make

Sure the links are working properly. When the file is saved, if you didn’t

Specify otherwise in Step 3, FreeHand creates a folder named FreeHand

HTML Output and saves the HTML file to it. Within the FreeHand HTML

Output folder is a subfolder named Images that stores the vector and

Bitmaps artwork from the document.

After you publish a document as HTML, you can edit the file by opening it

In Dreamweaver, modifying the document to suit the Web site it will be dis -

Played at, and then uploading the file to a Web site. When you upload the

HTML file, you will have to upload any associated images from the Images

Folder as well.

Integrating

FreeHand MXBook IV: FreeHand MX 482


Chapter 1: Introduction to FreeHand MX

Posted: July 15th, 2010 | Author: admin | Filed under: Book IV FreeHand MX | Comments Off

In This Chapter

Introducing FreeHand

Appreciating vector graphics

Navigating the interface

Introducing the drawing tools

I n this chapter, you get to know FreeHand MX up close and personal.

We show you what you can do with FreeHand and give you a tour of the

Interface. In this chapter, we introduce you to the drawing tools that you use

To create vector objects. We also show you how to come to grips with those

Pesky inspectors and panels that are lurking about the interface, just wait -

Ing for you to try your hand at FreeHand.

Introducing FreeHand MX

First and foremost, FreeHand is an illustration program. You use it to create

Illustrations for use in a variety of applications. FreeHand has sophisticated

Drawing tools that you use to create shapes for your illustration. The shapes

Range from ho-hum circles and rectangles to freeform shapes limited only

By your imagination. You can specify the color of the shape (known as a fill)

And whether the shape has an outline (known in FreeHand-speak as a stroke).

The shapes you create with the drawing tools are vector-based. What? You

Say you don’t know what a vector is, Victor? Well, if you have to know right

Now, you can fast-forward to the section, “Understanding the Role of Vector

Graphics.”

You combine the shapes you create with text objects, and if your design

Requires, you can add a photograph to the illustration. Photo-realistic

Images are also known as bitmaps, which you should not confuse with the

Windows-only BMP image format, which also goes by the name of bitmap.

When you have many objects in a document, it can be hard to select individ -

Ual shapes. And sometimes you’ve got so many objects, it’s hard to see the

Vectors for the bitmaps or text objects. The designers of FreeHand give

You an easy way to organize a busy document: layers. When you selectUsing Illustration Tools for the Web 348

A layer, you can add objects to the layer and then arrange them just the way

You want. When you’ve got it just right, you can lock the layer and begin

Working on another layer. No matter what you do on the new layer, you

Can’t inadvertently mess up your locked layer — until you unlock it, that is.

Prior versions of FreeHand allowed you to create documents with vector

Objects and bitmaps for print purposes. The current version of FreeHand

Gives you increased support for creating objects for the Web. You can export

Your document, or just selected objects from your document, in a wide vari -

Ety of formats. And if it has been a long day and you’ve had all the FreeHand

You can handle, you can save the document in FreeHand’s native FH11

Format for another day’s work. When you save a document in FreeHand’s

Native format, you can edit all objects in the document and, if needed, add

More or delete existing objects.

Using Illustration Tools for the Web

When you have a program with as much power as FreeHand, you can easily

Create documents for Web pages. The sophisticated drawing tools in

FreeHand make it possible for you to create the basis for Web page buttons

That you can add to a document you’re creating in Dreamweaver, or for that

Matter, buttons for a Flash movie. You can assign links to the buttons. When

You’re finished with the document, you can export selected objects, or an

Entire document, in Web-friendly image formats.

The illustration tools in FreeHand also make it possible for you to create

Artsy-fartsy interfaces for your Flash movies and banners for your Web

Pages. If you create a FreeHand document with multiple pages, you can also

Export the whole thing as a Macromedia Flash SWF movie.

Understanding the Role of Vector Graphics

Vector objects are comprised of lines and curves that are redrawn mathemati -

Cally, which results in a small file size. Vector-based graphics are resolution -

Independent, which means that you can increase their size without losing

Image fidelity. By contrast, bitmaps cannot be enlarged without losing fidelity.

Figure 1-1 shows an enlarged vector object alongside an enlarged bitmap.

(Which one would you rather use in that snazzy Web site you’re planning?)

When you create a vector object, you have point-by-point control over the

Shape of the object. Vector objects have straight points and curve points.

You can specify which type of point is created when you create freeform

Shapes with the Pencil tool. When you use the shape tools, the point type is

Predetermined, but you can change them in a heartbeat. A curve point has

Handles that you can click and drag to modify the shape. Figure 1-2 shows a

Vector object with straight and curve points. Book IV

Chapter 1

Introduction to

FreeHand MX

Investigating the FreeHand MX Interface 349

Investigating the FreeHand MX Interface

The FreeHand interface has many components. When you launch FreeHand

And create a new document, you get an interface with a document window,

A toolbar docked on the side of the interface, a status bar (Windows only) at

The bottom of the interface, and some panels and inspectors aligned along

The right side of the interface, as in other Macromedia Studio products like

Fireworks and Macromedia Flash. The FreeHand workspace is shown in

Figure 1-3.

When you launch the Windows version of FreeHand, you’ll see a blank gray

Screen, and the interface is lightly shaded and inactive. To create a new

Document and start working, just press Ctrl+N or choose File➪New from the

Main menu.

Curve points

Straight point

Figure 1-2:

You define

The shape

Of a vector

Object by

Modifying

The points.

Vector object Bitmap

Figure 1-1:

Bitmaps

Become

Grainy when

Enlarged

(right), but

Vector

Objects

Remain razor

Sharp when

Enlarged

(left).Investigating the FreeHand MX Interface 350

Exploring the document window

In the center of the interface, you find what looks like a blank piece of paper.

(The Macromedia designers put a border and a drop shadow around it so

You can find it.) This is the document you are creating, and unless you’re

Creating illustrations of polar bears in a blizzard, the document won’t stay

White and blank for long.

The area outside of the document is known as the pasteboard. No, you can’t

Paste sticky notes on it to remind yourself to pick up milk on your way

Home, but you can use it as a staging area for items you intend to use in the

Document, but don’t quite know where yet. Objects outside of the document

Area will not normally be printed or exported, but they are saved with the

FreeHand document.

Around the border of the document, you find a vertical and horizontal scroll

Bar that you can use to pan to different parts of the document. Scroll bars

Come in handy when you magnify the document or if the document has

Multiple pages.

FreeHand has lots of contextual menus. Contextual menus contain com -

Mands and options relevant to a selected item or workspace. You access the

Commands in a contextual menu by right-clicking on the specific item or

Workspace.

Figure 1-3:

The

FreeHand

Workspace

Is your key

To creating

Vector

Objects. Book IV

Chapter 1

Introduction to

FreeHand MX

Investigating the FreeHand MX Interface 351

Using the drawing tools

On the left side of the interface, you find the toolbar, which shows various

Tools neatly grouped and stacked. On the toolbar, you find your drawing

Tools and other tools that you use to modify vector objects, move them,

Reshape them, and more. We know you’re probably chomping at the bit to

Find out what these tools do. Don’t worry. We show you how to use most of

The drawing tools in Book IV, Chapter 2. The other tools are discussed in

Detail throughout Book IV as they pertain to different tasks you perform

With FreeHand.

In FreeHand, your tools are displayed on a floating toolbar by default. The

Toolbar itself is neatly labeled Tools and your tools are divided into two

Columns. Because it is a floating toolbar, you can click and drag it anywhere

In your workspace, dropping your tools at any convenient location. If you

Don’t like the spot you’ve dropped the tools, you can click the title bar and

Then drag and drop to reposition the toolbar. Figure 1-3 shows how the tools

Look as a floating toolbar.

You can, however, lock the Tools toolbar to the top or bottom of the screen

If you’re more comfortable having the tools stay in the same location at all

Times. Just click the toolbar’s title bar and drag the toolbar to the top or

Bottom of the application window. A thick black outline previews where the

Toolbar will go; release the mouse button when the outline sits where you

Want the toolbar.

To select a tool, click its icon. If you’re not sure what a particular tool does,

Hold your cursor over the tool for a second or two, and a ToolTip will appear.

ToolTips are enabled by default. If you prefer to work without ToolTips, you

Can turn them off by choosing Edit➪Preferences. In the Preferences dialog

Box, click the Panels tab and then deselect the Show ToolTips option.

Many of the tools have keyboard shortcuts, which is a convenient way to

Quickly change from one tool to another. Some of the tools have two keyboard

Shortcuts, a letter and a number. Table 1-1 shows the keyboard shortcuts for

Frequently used tools listed in the order in which they appear on the toolbar.

Table 1-1 Keyboard Shortcuts for Tools

Tool Shortcut Tool Shortcut

Pointer V or 0 (zero) Subselect A or 1

Page D Lasso L

Text T Pen P or 6

Bezigon B or 8 Pencil Y or 5

(continued)Investigating the FreeHand MX Interface 352

Table 1-1 (continued)

Tool Shortcut Tool Shortcut

Line N or 4 Rectangle R

Polygon G or 2 Ellipse O or 3

Freeform F or 9 Knife K or 7

Hand H Zoom Z

Working with toolbars

In addition to the drawing tools, you have other tools to simplify your life

As a FreeHand illustrator. They’re tucked away as menu commands, but you

Can get them anytime you need them by choosing Window➪Toolbars and

Then selecting one of the following:

✦ Main: Use this toolbar, which is open by default, to duplicate many

Menu commands. On this toolbar, you find icons to open a document,

Save a document, print a document, import graphics, open frequently

Used panels, and more.

✦ Text: Use this toolbar to format text objects in your documents. You can

Choose font style, font size, font color, and specify paragraph alignment,

Along with other options that are discussed in Book IV, Chapter 3.

✦ Controller: Use the Controller toolbar to test a document you plan

To export as a Flash movie. You use the VCR-like controls to play the

Movie and use the other icons to export the movie.

✦ Info: Choose this toolbar to see information about objects you select.

The Info toolbar displays the type of object selected, the current

Position of the cursor, as well as the object’s coordinates when you drag

It to a different position in the document.

✦ Xtra Operations: Use this toolbar to transform and distort the path of

One or more selected objects in your document. We show you how to

Use the available options from this toolbar in Book IV, Chapter 5.

✦ Xtras: Use this toolbar to access FreeHand plug-in tools, such as the Arc

Tool and Fisheye Lens tool. We show you how to use these tools in Book

IV, Chapter 5.

✦ Envelope: Use this toolbar to transform shapes or object groups by

Applying an envelope to them. When you distort or warp the envelope,

Every shape or object within it is distorted or warped in the same way.

When you choose one of these toolbars, it appears as part of the main tool -

Bar at the top of the interface. However, you can drag the toolbar into the

Workspace if this suits your working preference. If you exit FreeHand and

Leave several toolbars in the workspace, the program doesn’t clean up afterBook IV

Chapter 1

Introduction to

FreeHand MX

Investigating the FreeHand MX Interface 353

You; it assumes you’re perfectly capable of keeping your workspace tidy and

Figures you want the toolbars in these positions. Every time you launch

FreeHand, the workspace is laid out as you last left it.

Perusing the panels

When you launch FreeHand, you find several panel groups aligned along the

Right-hand side of the screen. Panel groups are combinations of panels that

You use to create or modify items for your FreeHand document. For example,

The Color Mixer tab of the Mixer and Tints panel gives you all the tools you

Need to mix up a sky-blue-pink, or any other color your artistic muse or

Client requires.

Each panel within a group has its own tab. If you don’t like a panel group’s

Position, you can click on the bulleted list in the top right of the panel,

Select Group Mixer With from the menu that appears, and then select the

Panel you want to add the tab to. You can collapse panel groups when

You’re finished with them, or close them entirely to clear the workspace.

You can also create custom panel groups to suit your working preferences.

By default, the following panels are shown when you launch FreeHand:

✦ Properties: The Properties panel includes two tabs: Object and

Document. The Object tab enables you to modify properties of the

Currently selected object on the screen, while the Document tab

Enables you to modify the default properties of the entire document.

When you select an object, at the top of the Object tab you find a list

Of properties of the object. The list may contain branches, that is, sets

Of properties that are dependent on a property (branches are indented

Under the property on which they’re dependent). When you select a

Property from the list (simply click to select), editable options for the

Property appear at the bottom of the panel. The properties that may

Appear, depending on the type of object, are

• Object: If you click on the name of a vector object, the bottom of the

Panel displays the height, width, and position on the page of the

Object. For text objects, the basic text parameters — font, size, and

Styling — are shown. You can change any of these parameters by

Entering new values; a task we show you in Book IV, Chapter 4. If you

Click the name of a bitmap, the position, dimensions, scale, and

Other parameters appear at the bottom of the panel.

• Stroke: A stroke is a theoretical line that defines the perimeter of an

Object; to make the stroke “real,” you give it attributes like width,

Color, and texture. If you select a stroke in the list, the bottom of the

Panel updates to show you the editable attributes of the stroke. If you

Don’t like what you see, you can change the stroke by choosing differ -

Ent options. We show you how to modify strokes in Book IV, Chapter 6.

• Fill: If you select the fill of a text or vector object, the bottom of the

Panel displays editable properties of the current fill (color, as well asInvestigating the FreeHand MX Interface 354

Pattern, gradient, or the like, as applicable). We show you how to

Define an object’s fill in Book IV, Chapter 2.

• Effects: If you have an effect on the object (bevel, drop-shadow, and

So on), you can click it in the list to display various editable proper -

Ties of the effect at the bottom of the panel.

✦ Depending on the object or property selected in the list, the following

Buttons may be active:

• Add Stroke: Click the Add Stroke button (the one with the pencil on

It) to add a stroke to the selected object.

• Add Fill: Click the Add Fill button (the one with the paint can on it)

To add a fill to the selected object.

• Add Effects: New to FreeHand MX, you can also add effects through

The Object tab. Select your object, and then select the Add Effects

Button to add many cool effects, including blends, sketch, and trans -

Formation effects.

• Remove Branch: Click the Remove Branch button (the one with the

Trash can and three parallel lines) to remove a selected property and

Any properties dependent on it.

• Remove Item: Click the Remove Item button to delete the selected

Property or object from the list.

✦ Mixer and Tints: The Mixer and Tints panel contains two tabs: the Color

Mixer tab and the Tints tab. You use the Color Mixer to mix a color.

You can mix the color using the CMYK (Cyan, Magenta, Yellow, Black)

Color model, RGB (Red, Green, Blue) color model, HLS (Hue, Lightness,

Saturation) color model, or the System Color Picker. After you mix a

Color, you can add it to the Swatches panel, a task we show you how to

Perform in Book IV, Chapter 6. You use the Tints tab to specify the per -

Centage or hue of the original color. We show you how to tint reds,

Greens, blues, and other popular rainbow colors in Book IV, Chapter 6.

✦ Layers: You use the Layers panel to add layers to a document and

Manage layers within a document. We show you how to work with

Layers in Book IV, Chapter 2.

✦ Assets: The Assets panel includes three different tabs: Styles, Swatches,

And Library. You use the Styles tab to duplicate, edit, or delete styles being

Used in your document. The Swatches tab is for creating a color palette for

Objects in your document. The Library tab, as you might expect, includes

A set of ready-made objects that you can use in your document.

✦ Answers: The Answers panel gives you quick access to all the help fea -

Tures in FreeHand, including tutorials.

In addition to the default panels that are active when you launch FreeHand,

You can access several others by selecting Window➪Panel Name (substitute

Panel Name for the name of the appropriate panel). These panels includeBook IV

Chapter 1

Introduction to

FreeHand MX

Investigating the FreeHand MX Interface 355

✦ Navigation: Use the Navigation panel to assign URL links to objects and

Text in your FreeHand documents.

✦ Halftones: Use the Halftones panel when you add screened objects to a

Document. The only time you’d need to use halftones is when you’re

Preparing a document for a postscript-printing device at a service

Center. Halftones are beyond the scope of this book.

✦ Align: Use the Align panel to align objects in your document. We show

You how to get your objects in alignment (without visiting a chiroprac -

Tor) in Book IV, Chapter 4.

✦ Transform: Use the Transform panel to move, rotate, scale, skew, or

Reflect a selected object. We show you how to fold, spindle, and other -

Wise mutilate objects with the Transform panel in Book IV, Chapter 5.

You can move a panel group to any desired position in the workspace by

Clicking the panel title bar and then dragging and dropping it to the desired

Position. Figure 1-4 shows two panels side by side. The panel on the left is

The shy, reclusive type as it is currently collapsed, while the panel on the

Right is strutting its stuff in the expanded position.

Here are a few final tips on how to navigate and manage panels:

✦ If you use a panel group frequently, collapse the panel group and move

It to a convenient position in the workspace.

✦ When you have a panel group open with the Windows version of

FreeHand, you can switch between panels by pressing Ctrl+Tab.

✦ To clear the workspace of all panel groups, choose View➪Panels (or

Press F4).

✦ To display hidden panels, choose View➪Panels (or press F4).

Modifying groups

Macromedia’s FreeHand design team worked long and hard to come up with

An optimum layout for panels and inspectors. They grouped panels and

Inspectors in a logical manner. However, like everything else, the way panels

Are grouped is not cast in stone, and if you’re one of those folks who like dif -

Ferent strokes, you can change the way panels and inspectors are grouped

As follows:

Figure 1-4:

A tale of

Two panel

Groups. Investigating the FreeHand MX Interface 356

1. Choose View➪Panels to bring up the default FreeHand panel grouping.

2. Select the name of the panel or inspector you want to group differently.

The panel or inspector appears. Alternatively, you can click the panel’s

Or inspector’s tab to select it.

3. Make sure the tab you want to move is the active tab.

To make a tab active, simply click it. If the panel doesn’t have tabs, you

Can skip this step.

4. Click the bulleted list near the upper-right corner of the panel.

5. Choose Group Name With, where Name is the name of the panel or

Inspector.

6. Choose the name of the panel group you want to group the panel or

Inspector with, as shown in Figure 1-5.

The panel or inspector is added to the group you specified and ban -

Ished from its former home.

FreeHand has contextual menus, lots of them. Contextual menus contain

Commands and options relevant to a selected item or workspace. You

Access the commands in a contextual menu by right-clicking the selected

Item or workspace.

Figure 1-5:

You can

Group a

Panel or

Inspector in

A different

Group.


Book IV FreeHand MX

Posted: July 15th, 2010 | Author: admin | Filed under: Book IV FreeHand MX | Comments Off

Contents at a Glance

Chapter 1: Introduction to FreeHand MX………………………………………………………………347

Chapter 2: Understanding FreeHand MX Basics……………………………………………………357

Chapter 3: Using the FreeHand MX Text Tools……………………………………………………..381

Chapter 4: Creating Illustrations with FreeHand MX…………………………………………….407

Chapter 5: Transforming Text, Shapes, and Images………………………………………………425

Chapter 6: Exploring the Color Management Tools ………………………………………………..449

Chapter 7: Integrating FreeHand MX with Other Macromedia Products………………..471