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Subject: Re: FLASH: texture fills
From: John Dowdell
Date: Mon, 10 Apr 2000 20:53:36 +0100

At 10:38 PM 4/8/0, T1 wrote:
> How do you do a texture fill on an object?

Eric had the link to a tutorial. There's core info on pp129-30 of the Flash
4 manual.

To use a seamlessly-tiling texture as a fill for a vector shape, just:

1) Import this small graphic.

2) "Break Apart" from the Modify menu to ungroup it.

3) Use the Eyedropper to sample it into the color set.

Now when you paint out shapes they'll have this tiling bitmap fill. You can
also sample a bitmap and pour it into an existing vector shape. If you use
the gradient controls you can affect the scale, rotation, or skew of this
tiling bitmap. (You can delete the onscreen bitmap once you've sampled it.)

What's particularly neat is when you use Flash's natural drawing tools to
draw out the sides of a curve... the bitmap-fill uncovers new areas as you
push and pull the Flash shape.

Tip: The fill's starting position will be based on the original bitmap's
position on screen. You can move a shape around and the fill's offset will
not change. You can also alter the fill's offset through the gradient
control tools.


Summary: Seamlessly-tiling fills are an excellent way to use pixel-based
images in vector-based compositions. Although they can sometimes cost a bit
of processing power, you can texturize large areas of the screen at little
download cost.

jd





John Dowdell, Macromedia Tech Support, San Francisco CA US
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