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
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.