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September
17, 2000
FreeHand and Flash 5
File conversion
tips and troubleshooting
Well if you haven't heard yet, Macromedia
has released Flash 5. You can download a 30-day demo from this
link.
When Macromedia first announced that Flash
5 can now open native FreeHand 7-9 files, my jaw dropped. "Finally",
I exclaimed and thought to myself, "now us FreeHand users won't
need to go through all those workarounds to get our beloved art into
Flash."
While Flash 5 can open native FreeHand
files, there are several things you should be made aware of regarding
how Flash converts those files. Below I detail several things that will
help you get through those conversions without too many problems.
Version: 7 and above, Flash 5
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Flash 5 Conversion
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First off, Flash 5 can now open
native FreeHand files from versions 7-9 with near perfection.
This means no more exporting as SWF or Adobe Illustrator files
to retain layers and object information. If you are using
FreeHand 10 and Flash 5, you'll need to export your art
as v7-9 files to import.
In the sample above, I've tried
to create all kinds of different objects to see how they would
convert into Flash 5. This includes, Layers, Symbols, Lens Fills,
Paste Insides, and Dashed Strokes. The colors are all CMYK mixtures.
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In Flash 5, you just create a new
document and Import the art from the Import dialog shown
above.
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Flash 5 will then give you this
FreeHand Import dialog as shown above. As you can see,
you have a great deal of control on how the art is imported. Most
of these options are pretty self explanatory and I won't go over
all of them in any detail.
One thing I like here, is that you
can choose to keep Layers intact, turn them into Keyframes, or
Flatten the whole image. Also that you can choose to turn pages
into Scenes is very handy for creating larger Flash sites you
may have worked on in FreeHand.
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Above is the artwork after imported.
OUCH! Those colors sure don't look too great, but it is easily
fixable and I go into more detail on that later.
As you can see, everything came
in perfectly. The Lens fills show up fine and even the Paste Insides
at the top of the logo are intact. One thing that many will find
extremely nice is that the dashed stroke came in as a dashed stroke
and not solid. I will cover what happened with each object later
and how some of these things were converted. But first, let's
go over the Layers, Page placement and Guides.
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Page Placement and
Guides
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Flash will import your art aligned
with the top left corner of it's original placement. If
you have a special page size, then get those numbers from the
Page Inspector palette as shown above, and write them down somewhere.
Also note what measurement system you are using as well.
Guides will also be imported exactly
how you have them placed from the top left corner. Good to remember
when creating your art and bring it in later.
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In Flash, go under the Modify
menu -> Movie. You will get the Movie Properties dialog
shown above. Enter in the page size you wrote down in the Dimensions
and select the Ruler Units that you used in the FreeHand document.
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Once imported, you can see that
the guides are in the exact location and that the Guide layer
was imported as a true Flash guide layer. Very nice!
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Layers
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Back in the FreeHand document, you
can see that the art is sitting on various layers. The Logo
and Text layers are locked. The Logo layer is also
set to be in Keyline view.
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Flash 5 is so smart about the Layer
import, it keeps layers locked as well as in Keyline view as shown
above. Awesome!
Note, that Flash will still keep
it's default layer, Layer 1. You can safely remove this
if you don't want it.
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Color Conversion
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Remember this yucky color conversion?
Well it's very easy to fix in FreeHand before you import.
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The colors I used are created using
CMYK mixtures as shown above in the Colors palette. Flash
isn't very smart about converting CMYK colors, so you have to
give it something it does understand, RBG colors.
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To fix this, just convert your colors
to RBG from the Options pulldown menu in the Colors
palette. In FreeHand 9, you can select all of your colors and
quickly convert them in one step. Don't be alarmed by any color
shifting you see in FreeHand, it will look just like you intended
in Flash.
Then you can either Save the document
or Save as a new one. Once
you've done that, just Undo any changes.
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Now once imported into Flash 5,
those colors are looking exactly how I wanted them to. Compare
it with the FreeHand drawing shown before.
I don't think that the color conversion
would be considered a bug, since Flash works in an RBG only color
space. So just remember this quick workaround before you bring
FreeHand art into Flash 5.
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Clipping Paths
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Now it's time to look at some of
those objects one at a time to see how they were converted. Above
are those clipping paths that I mentioned. They are just
simple gradient fills clipped in the polygon shapes.
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In Flash 5, these clipping paths
are added to the Library palette as Symbols shown above.
They are automatically put into a FreeHand Object group,
and sit in a sub group called Clip Paths. This is just
Flash's way of keeping everything organized for you.
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When you edit one of these Symbols,
you'll notice that Flash converted this clipping path into it's
own method of doing the same thing, using Masks.
The clipping path has actually turned
into a Masking object while the gradient sits on the layer underneath
the mask. How smart is that?!
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Dashed Lines
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The Dashed Stroke that I used is
a pretty basic 2 point stroke with a predefined dash as shown
above. It has a Squared Cap which is very important, and
I'll explain in a bit.
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In Flash, the stroke comes in as
a native Dashed stroke as shown above, keeping the spacing and
width. Now remember, this was a pretty basic dashed stroke, and
Flash still has problems with certain dashed strokes from FreeHand.
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First, when zoomed in on the stroke,
you'll notice that the dashes are now rounded. Why Flash
5 doesn't have the ability to create squared strokes is still
a mystery only the beta testers can explain. So be aware of this
when trying to import really fat strokes with dashes, they won't
look very good.
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Also, be careful with strokes that
have custom spacing like the examples shown above. Flash
5 only allows a custom spacing with 2 options. Any strokes imported
like shown above, will only be solid in Flash.
If you need squared dashes then
the best thing you can do is to export the line as an SWF file,
and turn on the option to Trace Dashed Strokes. For some
reason FreeHand still doesn't like to export custom spaced dashes
in SWF format.
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Symbols
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FreeHand 9 introduced the
ability to create Symbols and place multiple instances
of them in your art like shown above. FreeHand 10 now has
a Library palette much like the Flash version. Before Flash 5,
FreeHand Symbols didn't import as native Flash Symbols.
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Well, I'm happy to say that Flash
5 now keeps FreeHand Symbols intact when imported, adding
them to the Library palette as shown above.
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Text Conversion
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Any editable text from FreeHand
will be completely editable in Flash 5 too. Point sizes, leading
and kerning all come over fine. You have to be aware that Flash
5's letter kerning (or spacing) is defined quite a bit differently,
and I'm still not sure how it's determined coming from a Desktop
Publishing background.
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Here's another thing to watch out
for. If you have any text that has a custom Horizontal Scale
like shown above, you should be careful here. Flash 5 doesn't
recognize this kind of formatting and will just import it like
regular text.
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However, when you import the art,
just turn off the option Maintain Text Blocks in
the FreeHand Import dialog (shown at top of page). The text will
come in fine as an object, though the text will not be editable.
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One other thing to remember, is that Text
Effects applied in FreeHand will not convert to Flash at all, so
be careful with those.
Other Fills and Effects
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Lens fills are always a fun
addition to art in FreeHand. Above are the Lens fills that I used.
Upon inspection, you can see that the top fill is a Transparency
Lens with 20% Opacity applied.
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Converted to Flash, they retain
their transparency. In Flash it's called Alpha as shown
above in the Color Mixer palette.
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Tile fills would not import
correctly into previous versions of Flash. Above I've created
a simple Tile fill containing Star shapes.
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Imported into Flash 5, the Fill
takes on the form of a series of Symbols in the Flash library.
If you were to further edit this, you'll notice that in fact it's
a Mask/Symbol combination that mimics the Tile fill.
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Not all fills will import into Flash.
Pattern fills, PostScript fills, Texture fills and Custom fills will
not be converted, so be aware of those when creating art for Flash.
Curve Path Problem
With all these great additions, there's
always a few odd things that can happen to your art, and this one is
especially important.
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The above path is pretty simple.
It has a pretty extreme curve point in the middle as shown with
the control handles extended.
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Above is the same path Copied and
Pasted into Flash 5. It may be hard to distinguish the problem
just by glancing at it...
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... until I superimpose the FreeHand
shape underneath the Flash version (shown as Red outline). This
is a pretty significant bug, and there hasn't been any
real explanation as to why this happens. It only seems to occur
with pretty extreme curves and how Flash draws them with it's
own Bezier controls.
So watch carefully when your
art imports and how curves are affected.
Thanks to Judy Arndt for finding
this one.
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Line Weight Problem
This is another thing to watch out for
in your file conversions. Any objects or lines with a stroke width
less than 1, will be converted to a default weight of 1 when
imported into Flash. Any line weights above 1 will import fine.
I have had some success using the Copy
Special command and using the EPS format. Then just pasting
this into Flash. This will keep the line weights, but colors may come
out too bright or saturated and fonts may be lost in the paste.
Just be careful and watch what your lines
do when imported.
Conclusion
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With the Flash Anti-Aliased view
mode (v9 shown above), you could see how certain objects would
look when converting to Flash as shown above. Well I'm happy to
say, that it's now out-of-date with the release of Flash 5 as
I've shown you.
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You may be pleasantly surprised by how
fast Flash 5 imports even the most complex art you can throw
at it, and how accurately. Hopefully, with all that you've learned above,
this process will give you less headaches in the end. If you have anything
else to add to this, please let me know. Good luck!
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