16 February 2009
This tutorial is geared towards beginning level users interested in getting up-to-speed on web-production workflows using Adobe CS4 products.
Beginning
In this tutorial you'll create a simple promotional web page for the fictitious Double Identity movie website. The page will consist of an interactive SWF header at the top of the page (see Figure 1) with supporting text filling out the layout. Along the way, you'll explore the Adobe CS4 product workflow and learn the fundamentals of creating mockups and interactive content.
The mockup shown in Figure 1 is a focal point for the tutorial. First you'll gather supplied media assets in Adobe Photoshop, Adobe Illustrator, and Adobe Soundbooth. Then you'll create a mockup for the header in Adobe Fireworks and transform it into an interactive movie in Adobe Flash Professional. To wrap things up, you'll produce the final site files in Adobe Dreamweaver, along with a few notes about editing the files.
When you've completed this tutorial, you'll have the knowledge you need to navigate the CS4 workflow to create your own projects. The tutorial takes approximately an hour and a half to complete.
A good way to start any project is to sit down with a blank sheet of paper and start sketching out an idea. Add notes, scribble, cross out things that don't work—overall, get some sense of where you're going. Then, create a list of assets needed to generate the layout you want or to pull motivation from. Do whatever you can to start with a plan.
In this tutorial, the visual assets and content are supplied in an organized collection of source files. This section will help you set up the project structure and understand the assets you'll use to construct your mockup.
It's a good idea to start your projects by taking a moment to think about file organization. There are two types of files you'll work with: source files and published files. Source files are the editable master files that you'll use to build and edit the site. Published files are the exported versions of the source files, along with supporting files used by the web page's content. Only the published files are uploaded to a server on the Internet.
Set up the sample files for the tutorial:

Figure 2. CS4_Project root folder and _Source folder containing sample files
The CS4_Project folder acts as the root folder for the project containing all the published files alongside the _Source folder. As you work, you'll save source files to the _Source folder and published files to the CS4_Project folder. When the site is complete, you'll upload all the files in the root folder (except for those in the _Source folder) to a server.
There are three types of media assets supplied with this tutorial: images, audio, and text.
Computer images come in two general formats: vector and bitmap. Vector shapes are generated from mathematical equations that define shapes through lines and points. Vector images are resolution-independent and tend to have smaller file sizes than bitmap images. Bitmap images are composed of a grid of color pixels that collectively represent a picture—the more pixels in the grid, the higher the resolution. Bitmap images tend to have larger file sizes, but do a better job at describing complex photographic content. In terms of the CS4 workflow, you'll look to Photoshop to handle bitmap image manipulation and Illustrator to draw and edit vector content.
Audio generally comes in WAV (Windows) or AIFF (Mac OS) format for uncompressed audio, and MP3 format for compressed audio. In the CS4 workflow, you'll create editable audio source files using the new Soundbooth Sound (ASND) format. Doing so will allow you to make roundtrip edits by starting Soundbooth from the Edit With Soundbooth CS4 option. Once the file is saved in Soundbooth, you can return to Flash and hear the updates without having to import and replace the file.
Take a look at the next section to get the context of the sample files and the tools they were created in.
Photoshop is a powerful image-editing tool with a wide range of applications. In the print industry, Photoshop is commonly used for high-resolution image editing and image production. In the web industry, Photoshop is commonly used for complex image compositing, photo manipulation, and image restoration. In a CS4 project workflow, Photoshop is used to generate the various bitmap image assets. The assets remain editable in Photoshop source files (PSD), but can also be exported to flattened image formats (for example, JPG, PNG) for post-production touch ups in your source files.
Follow these steps to explore the background image in Photoshop:
For more information about using Photoshop, please see Using Adobe Photoshop CS4 in the documentation.
Illustrator is a high-end vector graphics editing tool most commonly used for creating logos, text layouts, and complex illustrative content. Designing with vector content allows you to use graphics in high-resolution or low-resolution implementations, while keeping them editable. In the project workflow, Illustrator is used to generate the logo, tagline text, and name text for use in the interactive header layout. While vector graphics remain editable when used elsewhere, the Illustrator source files (AI) are preferred for making edits.
Follow these steps to explore the logo image in Illustrator:
Tip: As you click to add a point, drag the Pen tool to bend the curve in the Bezier path.
For more information about using Illustrator, please see Using Adobe Illustrator CS4 in the documentation.
Soundbooth is an audio-editing and creation tool designed to help you easily record and edit audio for use with Flash. Soundbooth records audio in an uncompressed format and exports the audio to a number of compressed file types. New to Soundbooth CS4 is the ability to save snapshots of your work as your make edits using the Soundbooth Sound (ASND) format. Also new in Soundbooth CS4, is the ability to create multitrack ASND files (see Figure 5). In the CS4 project workflow, Soundbooth is used to generate and edit the soundtrack audio in ASND format.
Follow these steps to explore the soundtrack file in Soundbooth:
For more information about using Soundbooth, please see Using Adobe Soundbooth CS4 in the documentation.
One last thing to note is that you can manage all your source files and published files in Adobe Bridge, which is installed with Creative Suite 4. Bridge is a file browser and media manager that you can use to search for files and manage files between projects. Of particular interest is the ability to tag content with metadata for more meaningful searches and the ability to synchronize with Adobe Version Cue and Adobe Device Central. For more information on using Bridge, see Using Adobe Bridge and Adobe Version Cue CS4 in the documentation.
That's it for the overview. You'll explore Fireworks, Flash, and Dreamweaver in the following sections.
A mockup is a graphic representation of a web page or web page element used to approve production-ready artwork and deliver it to the next step in the workflow. Fireworks is an excellent tool for creating mockups as it integrates well with Photoshop, Illustrator, Dreamweaver, and Flash. By using Fireworks to lay out the sample files, you'll easily be able to take the mockup into Flash for further production or directly into Dreamweaver for implementation.
This section shows you how to combine assets in Fireworks to create a mockup for your web page header graphic. You'll also learn how to prepare the page for production in Flash.
Fireworks is a graphics editing and web-production tool designed to help you to create web page graphics and website mockups using both vector and bitmap content. Fireworks also contains a range of features that you can use to produce JavaScript-driven web pages or interactive SWF-based content for Adobe Flash Player. In the CS4 project workflow, Fireworks acts as a staging area for generating the web page mockup.
You'll assemble the sample files into a static layout and organize the file structure in the Fireworks source file (PNG) format. The Fireworks PNG format can be imported into Flash to create a layout ready for adding animation and interactivity.
Follow these steps to explore the Fireworks workspace:
For detailed information about using Fireworks, please see Using Adobe Fireworks CS4 in the documentation.
You'll start the project by creating a well-structured PNG source file. The layer naming and distribution of content will copy over to the Flash source file in the next section. Try to think ahead and build the mockup in a simple way that will naturally translate to the interactive development environment.
In this exercise, the goal is to organize the content into four layers: Background, Cars, Details, and Text. You'll animate the bitmaps in the Cars layer later. Separating them from the Background and Detail layers will make life a little easier in Flash. It's also a good idea to separate the text items in their own layer as you may edit them frequently.
Follow these steps to create layers and import graphics:
The mockup is basically complete, but creating a few additional design elements using the drawing tools in Fireworks will add the finishing touches. Using the Rectangle tool, you'll draw outlines around the profile images and add a transparent gradient to the background to punch out the text and images.
Follow these steps to finish the graphic layout:
One of the strengths of Fireworks is its ability to export content ready for use in Flash, Dreamweaver, or direct deployment. In this case, you'll use the PNG file itself as a way to transfer the mockup structure into a Flash source file. Before completing this section, you'll simplify the file by rasterizing the vector logo into a single bitmap object. Complex vector graphics are lightweight, but they slow down rendering performance in Flash Player. If a complex vector doesn't need to remain editable, it's a good practice to convert the shapes to a bitmap.
Follow these steps to prepare the PNG file for further production in Flash:
While exploring the topic of mockups, check out this article: Mocking up text with the Lorem Ipsum placeholder text generator.
Sound and animation add interest to any web page layout and are used commonly in header graphics and supporting page elements. File support for importing Fireworks PNG files and improvements to the Flash CS4 animation workflow make building animated layouts easier than ever. In addition, improvements to the Soundbooth CS4 workflow make working with audio in Flash flexible and more intuitive.
This section shows you how to add sound, animation, and interactivity to the Firework's header graphic mockup.
Flash is a tool used to create content for Flash Player using a visual development environment. Flash is used by designers and developers to create web banners, web page elements, entire web pages, and even entire web applications. In this CS4 project workflow, you'll use Flash to transform the Fireworks mockup into an interactive header graphic containing buttons, sound, and animation. You'll create an editable source file (FLA) and publish the SWF for use in Dreamweaver in the next section.
Follow these steps to explore the Flash workspace:
For detailed information about using Flash, please see Using Adobe Flash CS4 Professional in the documentation.
Whenever you create an FLA file, you'll adjust the Publish Settings properties related to the file. Publish Settings control which file types are exported and options for the SWF file. In this case, you'll turn off the default behavior of publishing an HTML file and change the location to which the published SWF is exported.
Follow these steps to a new file:
Tip: Flash Player 9 and later support the new and improved ActionScript 3.0 format. Choose the ActionScript 3.0 format unless you're targeting an audience using Flash Player versions earlier than Flash Player 9.
Working with layers in a FLA file is similar to working with layers in other programs, except in this case the layers are part of the Timeline panel instead of a separate Layers panel. Layers in a FLA file enable you to control the layout of content as you work across the frames of a timeline.
Flash uses timelines as containers to organize content. Most often you'll work along the main Timeline, seen when you open any FLA file, or in the timeline of a symbol in the library. Symbols are reusable objects each with their own separate timeline, editing area, and set of layers. You'll create symbols to group content, create animations, and create buttons among other things.
The structure needed for the FLA file is already created inside the Fireworks PNG file. When you import the PNG into Flash, you have the option of importing the Fireworks content to the main Timeline or placing the content inside of a movie clip symbol timeline. While working along the main Timeline is acceptable, working in a movie clip timeline is often a more flexible way to go. By importing the Fireworks mockup into a movie clip, the layer structure will be preserved and you can immediately begin to work where you left off.
Follow these steps to import the Fireworks mockup and organize the FLA file:
Note: Your layer structure may look different if you configured the layers differently in Fireworks. You can drag the layers and layer folders within the Flash timeline to position the content as desired.
Flash CS4 Professional uses an improved animation workflow to easily move and transform objects over time. The most common form of animation is called motion tweening. This involves defining the characteristics of an object at the start point of the animation and the end point of the animation. Flash Player does the rest of the work and builds the animation between.
In this exercise you'll animate the cars pulling up from the distance. To do this you'll first need to convert each of the car graphics to a movie clip symbol.
Follow these steps to create symbols and build motion tweens for each of the car graphics:
Tip: It's easy to select more than just the graphics that you're trying to select. Using the lock and hide features for each layer is a good way to avoid problems.
Notice that the SWF appears on top of the FLA file allowing you to preview the movie. Also notice that the animation loops endlessly. This is because timelines loop unless explicitly told to stop using a simple stop action in ActionScript.
Tip: Hidden layers are not exported with the SWF file by default. Show all your layers in the FLA file so that you can see all the graphics when exporting the SWF.
stop();
Tip: You can further modify and refine your animations by using the Motion Editor panel while a tweened object is selected.
For more tutorials about creating motion tweens, please see this presentation: Creating motion tweens: Part 1.
One of the easiest ways to create user interactivity is to add buttons to a page. You can use prebuilt buttons from the Buttons Common Library or create custom buttons using a button symbol. To configure a button so that it does something, you'll first name the button instance and then add a bit of simple ActionScript to catch the button's click event. In the following steps you'll add three buttons to the header movie.
Follow these steps to use the Buttons Common Library to add a restart button to the animation:
function playClickHandler(event:MouseEvent):void
{
gotoAndPlay(2);
}
play_btn.addEventListener(MouseEvent.CLICK, playClickHandler);
Follow these steps to create custom buttons from the actor's name text:
import flash.net.*;
function markClickHandler(event:MouseEvent):void
{
navigateToURL(new URLRequest('http://www.adobe.com/'), '_blank');
}
mark_btn.addEventListener(MouseEvent.CLICK, markClickHandler);
For more information on working with buttons symbols, see Working with button symbols in the Using Flash CS4 Professional documentation.
Flash Player can play sounds either embedded in the SWF file or external to the SWF file. When using external audio, you'll work with the MP3 format. When using embedded audio, you have more options in supported formats with one of the most notable being the ASND format.
Using the ASND format enables you to roundtrip edit audio files embedded in the FLA file using Soundbooth CS4. The end result is that you can easily experiment with your source audio and check the revision history through the saved snapshot feature in Soundbooth CS4.
Follow these steps to add a sound to the timeline and edit the sound so it properly syncs to the animation:
The last thing you'll want to do before moving to Dreamweaver is to publish the last updates to the SWF file. To go through the formal process of publishing, choose File > Publish. The Publish command exports the SWF file similar to the Test Movie command—except that the Publish feature, by default, also exports an HTML file along with a handful of other optional export file types. Earlier in the tutorial, you turned off the HTML option so you don't necessarily have any additional steps to perform here.
For a full description of publish settings parameters, please see Publish settings in the Using Flash CS4 Professional documentation.
All roads lead to Dreamweaver in the project workflow. Dreamweaver allows you edit individual files and visualize collections of files that make up entire websites. You'll use it to build web pages by combining content with layout techniques and editing through code-preview and live-preview (WYSIWYG).
This page shows you how to setup a site in Dreamweaver and build a simple web page. You'll also learn how to preview your work and upload the site to a server.
Dreamweaver is a development environment for creating websites using HTML and other web scripting technologies. In its simplest sense, Dreamweaver is a text editor, but the range of site management features and supported scripting and markup technologies make it a powerful tool anchoring the website production process. In a CS4 project workflow, Dreamweaver is the final stop in the production line before uploading the finished site to the server. You'll work with a prebuilt Dreamweaver template (DWT) and cascading style sheets (CSS) to create and preview a simple web page layout.
Follow these steps to explore the Dreamweaver workspace:
For more details about how to use Dreamweaver, please see Using Adobe Dreamweaver CS4 in the documentation.
One of the most important aspects of working with Dreamweaver is defining a site before creating files and file structures. Dreamweaver will help you build the site, but it needs to know where the root folder of the site is located, at the very least. When defining a site, you can set up FTP options and other details that will help you to produce the site and easily maintain it during routine updates.
Follow these steps to create a site for your project:
You can create new web pages from scratch or from prebuilt Dreamweaver templates. Dreamweaver templates contain predefined layouts with editable regions. They are most often used to help speed the production process along and to provide structure for consistency across pages. The tutorial supplied assets include a custom-built template containing a simple vertical column of content cells centered on the page.
Follow these steps to create the web page and fill it with content:
Note: Step 12 creates a folder named Scripts in the project's root folder and adds copies of the SWFObject files necessary to embed the SWF file on the web page. This all happens behind the scenes. You just need to know that these files are part of your site's set of published files and should be uploaded to your website.
Common practice in modern web page design is to use CSS definitions to control the layout of content cells, text formatting, and content formatting. The supplied template in the previous steps uses CSS to create the cell structure. You can edit the CSS definitions in the Dreamweaver template file to update all pages which use the template.
Follow these steps to edit the CSS formatting associated with the title text, body text, and copyright text:
Tip: Dreamweaver templates are a handy way of managing formatting across pages in your site. However, if you find that you need to release the page from the template definition, you can choose Modify > Templates > Remove Template Markup.
For more information on working with CSS, see Best practices with CSS in Dreamweaver CS4.
One of the great features of Dreamweaver is its ability to preview a site in several different ways. Within the Dreamweaver workspace, you can toggle between the Code and Design views, or choose Split to see both. To change views, click one of the view buttons (Code, Split, or Design) at the top of the Document window. New to Dreamweaver CS4 is the ability to view live code including JavaScript directly in the workspace. And of course you can easily open the current page in a browser by pressing the F12 key.
Tip: Switching to Code view while visually building web pages is a great way to learn HTML markup and JavaScript.
You've made it to the point where you're ready to post the site to a server on the Internet. You can use any file transfer protocol (FTP) tool to transfer your published files to your server, but it's important to note that the Files panel in Dreamweaver has FTP capability built into it. Using the FTP feature in Dreamweaver can be advantageous when synching files with the server during edits in the workflow. You can also use Dreamweaver to files in and out from the server for version control in a workgroup.
Follow these steps to complete the workflow by uploading the finished site:
Note: If you don't have access to a remote server you can simply follow the concepts introduced here and skip forward to the next section.
Your site is now complete, but it's realistic to think that you'll need to edit and update the web page in the future. This section provides an overview of the editing workflow for a completed site.
The CS4 product interfaces don't support roundtrip graphic editing directly, but it's easy enough to update your images. At this point, the key is to work with individual graphics. If you're updating a graphic in the Fireworks mockup, simply delete the old graphic and then import a new graphic to replace it. You may find it useful to make a note of the size and location of the original graphic before you delete it. If you're updating your FLA file you can update the bitmap images through their Library properties. This is a handy feature as your FLA file's structure will quite often be more complex than your mockup.
Follow these steps to change the background image in the header SWF:
You can make the call as to whether the image updates should occur in the Fireworks file or directly in the FLA file. In general, it's good to consistently update the mockup, but the mockup can be retired from the workflow after the FLA source file is complete.
The ASND file format makes roundtrip editing of a sound embedded in a Flash file simple. The ASND format saves the original source file along with a history of edits. By saving a source file in ASND format you can always return to the original source to add and remove edits as needed.
Follow these steps to change the sound content in the header SWF:
Dreamweaver makes editing text and CSS formatting easy. It's common during the initial development to experiment with different combinations of text and formatting. Editing the site after it has been completed follows the same workflow as described in the Change the CSS formatting workflow in the previous section.
One thing to keep in mind is that you'll need to upload updated files any time you make local changes to a site that has already been launched on the Internet. You will continue to use an FTP tool or the Dreamweaver Site panel to upload and sync local and remote files. Often it's a good idea to stage the updated files in a nonpublic web directory for testing. This way you can catch any issues that may appear when the site is running from a web server.
You've just learned how to use a range of Adobe CS4 products to create a workflow for website production. You've worked through the process of preparing the project, defining the main elements in a mockup, building an interactive movie, and finishing the web page for deployment. As next steps, think about how you might create layout templates in the CS4 products or define other consistent approaches that might add to the workflow.
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