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Basic Tasks: Creating a banner, Part 1
You'll see the Import dialog box (see the following figure), which
enables you to browse to the file you want to import.
Browse to the folder on your hard disk that contains an image to import
into your Flash document.
2.
Navigate to the directory where you saved the tutorial's source files, and
locate the bitmap image saved in the FlashBanner/Part1 directory.
3.
Select the gnome.png image, and click Open (Windows) or Import
(Macintosh).
The image is imported into the document's library.
You can drag assets from the library onto the Stage several times if you
want to see several instances of the artwork. Your file size doesn't
increase if you use several instances on the Stage. The SWF file only
stores the information of the original symbol or asset from the library, and
treats each instance like a duplicate..
4.
Select Window > Library to open the Library panel.
You'll see the image you just imported, gnome.png, in the document's
library.
5.
Select the imported image in the library and drag it onto the Stage.
Don't worry about where you put the image on the Stage, because
you'll set the coordinates for the image later. When you drag something
onto the Stage, you will see it in the SWF file when the file plays.
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