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Dreamweaver 4.0  
Table of Contents
1. Create media 2. Import media
3. Add sound to a button 4. Use the Stage and Timeline
5. Animate instances 6. Adding Text
7. Formatting Text 8. Inserting Images
9. Making Links 10. Creating Rollover Buttons
11. Conclusion    

  Create media   


Create media

In addition to importing media, Flash offers a variety of tools to create high-quality graphics and text. In the completed tutorial, text appears offering background information about each selected kite. You'll create a symbol that tells customers about the inventor of the box kite.

Note: While completing the tutorial, you may find it useful to undo a change you've made. Flash can undo several of your recent changes, depending on the number of undo levels you have set in Preferences. To undo, choose Edit > Undo or press Control+Z (Windows) or Command+Z (Macintosh). Conversely, you can redo what you've undone by choosing Edit > Redo or pressing Control+Y (Windows) or Command+Y (Macintosh).

1 Choose Insert > New Symbol.
2 In the Symbol Properties dialog box, name the symbol box TEXT.
3 For Behavior, verify that Graphic is selected, then click OK.
Flash switches to symbol-editing mode. Note that the name of the symbol you're editing appears in the upper left corner of the window. The window background remains the same shade of gray that you selected in Movie Properties.
4 In the toolbox, select the Text tool.
5 If the Character panel is not open, choose Window > Panels > Character.
6 In the Font pop-up menu of the Character panel, select _sans.
Your Flash movie will replace your font with your user's default sans serif font, such as Arial or Helvetica.
7 In the Font Size pop-up menu, use the slider to select 12 pt.
8 Select the Bold button.
9 Click the color box to display the pop-up window and select white, with the hexadecimal value of # FFFFFF.
10 Click the Text tool anywhere on the left side of the window and type this text: The box kite was invented by an Australian, Lawrence Hargrave, in 1893. He used the kite to carry weather instruments aloft.
Although you selected white text, it appears gray so that it will show up against the white text box.
11 With the Text tool still selected, click the resizing handle—the small circle in the upper right corner of the text block—and drag it to the left so the text breaks after the word invented.
The text wraps into several lines. Once you move the sizing handle, it changes from a circle to a square to indicate that the type block now has a defined width.


 
Change the text block registration point

Each text block, like other elements in Flash, has a registration point that the application can use to position it. You will check the registration point of your text block to verify that it matches the registration point of the other text blocks in the movie; this ensures that all the text blocks align consistently.

1 In the toolbox, select the Arrow tool.
On the Stage, the text block is selected.
2 To open the Info panel, choose Window > Panels > Info, or click the Info Panel button in the Launcher bar.
3 The Info panel contains a small grid, with a black square that indicates the registration point. If the black square is not in the upper left corner of the grid, click the upper left square to move the registration point to that position.
4 Enter 0 for both the X and Y coordinates, and press Enter (Windows) or Return (Macintosh); then close the Info panel.
5 Click Scene 1 in the upper left corner of the window to return to movie-editing mode.
In Flash, you can create different scenes using the Insert > Scene command. This tutorial uses one scene only.


 
Test your movie

At any point during authoring, you can test how your movie will look and behave as a SWF file.

1 Save your movie and choose Control > Test Movie.
Flash exports a SWF copy of your movie.
2 In the SWF file, click the Box Kite button and notice that, instead of seeing text about the box kite as expected, you see text about the rokkaku kite. Oops! You need to replace rokkaku TEXT with the correct text about the box kite.
3 Close the SWF file and return to the Flash authoring environment.


 
Replace an instance

During authoring, it is common to replace one instance with another, especially when you decide to change artwork or text. Flash simplifies the process by letting you replace one instance with another while maintaining the attributes of the original instance.

1 In the Timeline's labels layer, click the first frame of Box Red (Frame 21) to move the playhead to the section of the movie that displays information about the box kite.
The selected frame number appears in the status display at the bottom of the Timeline.
2 With the Arrow tool selected, click the text instance on the Stage that reads "The rokkaku is a Japanese fighting kite ..."
This is the text that you want to replace with the text you created about the box kite.
3 If the Instance panel is not visible, choose Window > Panels > Instance.
The Instance panel appears.
4 In the Instance panel, click the Swap Symbol button.
5 In the Swap Symbol dialog box, double-click box TEXT in the list of symbols.
You might need to scroll through the list to find the symbol.
On the Stage, the new symbol replaces the previous one. Instance attributes from the previous symbol are applied to the new symbol.




  Import media   


In addition to creating high-quality text and graphics in Flash, you can import a variety of media types into your movie. For the kite shop, you want a sound to play when the user clicks the Fly It! button. To associate a sound with your button, you will first import an MP3 sound file. By using this compressed sound format, you're ensuring that the sound does not significantly increase the size of your movie.

1 Choose File > Import.
2 If you're using a Windows operating system, in the Import dialog box, browse to Tutorial/My_kite within your Flash application folder, and double-click wizz.mp3.
If you're using a Macintosh operating system, browse to Tutorial/My_kite within your Flash application folder. Double-click wizz.mp3f, then click Import.
The sound file appears in the Library window. To hear the sound, select it and click the Play button in the Library window.
  Add sound to a button   


When you create a button symbol, Flash creates keyframes for the different button states in relation to the mouse pointer. The Over keyframe, for example, represents the button's appearance when the pointer is over the button. Other button keyframes include Up, Down, and Hit. For more information about keyframes in button symbols, refer to the Buttons lesson (choose Help > Lessons > Buttons).

Now you'll add a sound to the button's Down frame, which means the sound will play when the user clicks the button. Because you're adding the sound to the button symbol in the library, not just to an instance of the symbol, the sound will play for each instance of the button.

1 In the Library window, double-click the Buttons folder to expand it.
2 Select the fly it BUTTON symbol, then choose Edit from the Library Options menu. You can also double-click the symbol's icon in the Library window.
Flash switches to symbol-editing mode.
3 Choose Insert > Layer and name the new layer Sound.
Remember, you can double-click a layer name to rename that layer.
4 To insert a blank keyframe, select the Down frame (Frame 3) of the Sound layer and choose Insert > Keyframe.
5 To define the sound properties, double-click Frame 3 of the Sound layer.
In addition to the Sound panel, other panels might appear.
6 In the Sound panel, select wizz.mp3 from the Sound pop-up menu. Then close the panel.
7 Choose Edit > Edit Movie or click Scene 1 in the upper left corner of the window to return to movie-editing mode from symbol-editing mode.
  Use the Stage and Timeline   


Now that you've created, imported, and modified your media, use the Stage and Timeline to assemble your movie. You can create media directly on the Stage (in which case it does not appear in the library unless you decide to turn it into a symbol), or you can use the Stage to arrange imported media for individual frames. The Timeline determines when your media appears in the movie as the playhead moves through the frames.


 
Change the width and height of a button

On the Stage, one of the Select a Kite buttons is missing: you'll add an instance of the button, resize it, and align it on the Stage.

Since the button symbol you will add to your movie is larger than the button instances already on the Stage, you'll use the Info panel to resize the new instance.

1 If the Info panel is not open, choose Window > Panels > Info or click the Info Panel button in the Launcher bar.
2 In the Timeline, click Frame 1 of the Pick a Kite Button layer.
3 Drag an instance of rokkaku kite BUTTON from the Library window to the Stage and place it between the other two Select a Kite buttons. When you've finished, the buttons should look like this:
4 In the Info panel, change the width (W) to 54.2 and the height (H) to 50.0 and press Enter (Windows) or Return (Macintosh).


 
Align objects on the Stage

You can use the Align panel to align an object in relation to other objects. You'll use this feature now to align the three Select a Kite buttons.

1 On the Stage, select a Select a Kite button, then Shift-click to select the other two Select a Kite buttons pictured above.
The playhead should still be in Frame 1 of the Timeline.
2 If the Align panel is not visible, choose Window > Panels > Align.
3 In the Align panel, click the Vertical Align Top button, the third button from the right on the top row, to align the buttons relative to their registration points.
4 Click the Horizontal Distribute Left button, the third button from the right in the middle row, to distribute the buttons evenly apart.
Depending on where you placed the Rokkaku Kite button, the three Select a Kite buttons might require further alignment. You can align them using other alignment buttons on the Align panel until you achieve the desired result.


 
Create a navigation action for a button instance

Flash lets you add interactivity by adding actions to your movie. The Actions panel assists you in adding ActionScript, the Flash scripting language. You can use the Actions panel to view, write, edit, or add actions to a symbol or instance.

Now you will use the Actions panel to create a navigation action that makes the playhead move to the correct frame in the Timeline when the user clicks the Rokkaku Kite button.

1 On the Stage, select just the Rokkaku Kite button (press Shift and click the other two Select a Kite buttons to deselect them).
You've selected the middle button of the three Select a Kite buttons. The Instance panel can help you identify instances by name.
The playhead should still be in Frame 1 of the Timeline.
2 Choose Window > Actions or click the Actions button in the Launcher bar.
The Object Actions panel appears.

Note: When you use the Actions panel to work with actions attached to an object, the panel is titled Object Actions. When you work with frames rather than objects, Flash displays the Frame Actions panel.

3 Click the triangle in the upper right corner of the panel to display the pop-up menu. Verify that Normal Mode, rather than Expert Mode, is selected.
Expert Mode offers features useful to those experienced with ActionScript. In Normal Mode, parameter fields and controls guide you in creating actions.
If necessary, click the triangle in the lower right corner of the Object Actions panel to open a pane that displays the parameters, and resize the window until the Toolbox list and Actions list are both visible.
4 Select the Actions icon to expand that category, then scroll down the Toolbox list and double-click goto.
5 In the Type pop-up menu, select Frame Label.
6 In the Frame pop-up menu, select rokkaku.
You are specifying that when users click the Rokkaku Kite button, the playhead moves to the first frame within the rokkaku label.
7 Deselect Go to and Play at the bottom of the Object Actions panel.


 
Specify that the correct kite appears

In addition to the Go To action, you will add actions to make the correct kite appear when the user clicks the Rokkaku Kite button.

1 In the Toolbox list, double-click setProperty.
2 In the Property pop-up menu, select _visible (Visibility)
3 In the Target text box, type demoKite and verify that Expression, next to the text box, is deselected.
4 In the Value text box, type True, and select Expression next to the text box.
5 In the Toolbox list, double-click loadMovie.
6 In the URL text box, type r.swf, which is the name of the external file with the rokkaku kite image.
7 In the Location pop-up menu, select Target.
8 In the Location text box, type demoKite.
9 Verify that Don't Send is selected in the Variables pop-up menu and that both Expression options are deselected, then close the Object Actions Panel.

Note: For additional information about the setProperty and loadMovie actions, refer to the ActionScript Help.


 
Lock objects

Now that you've placed and modified buttons, you'll lock the buttons to ensure that no one accidentally moves them out of alignment or makes other changes to them.

1 In the Timeline's Pick a Kite Button layer, click the black dot in the Lock column.
A padlock icon appears in the Lock column. (To unlock the layer, click the padlock icon again.)

  Animate instances   


Flash offers several different ways of animating instances using either frame-by-frame or tweening techniques. In tweening animation, you define how an instance appears in one keyframe, then define how the same instance appears in the next keyframe. Flash automatically creates the animation between the two keyframes. For this tutorial, you'll create two different types of tweening effects: motion tweening of the kite and shape tweening of the kite string.

How will you know which kite to animate if your movie has nine possible kite combinations (three kite models multiplied by three kite colors)? Will you have to animate all nine kites? Fortunately, no. Instead, you will use a kite placeholder to assist you with setting up the animation. Later in this tutorial you'll create a function that determines which kite the customer selected. Based on the information the function receives, an external SWF movie clip of the selected kite will appear in the animation instead of the placeholder.

In preparation for tweening, you need to change the registration point of the kite media.


 
Change the registration point

By default, the registration point of a symbol in a SWF file is in the symbol's upper left corner.

The tutorial links a kite placeholder to external SWF files of kites, which will rotate slightly in your movie. You need to move the registration point of the kite instance placeholder, so that when it's replaced by a kite SWF, the SWF will rotate around its center point rather than around its upper left corner.

The Edit Center command lets you make an instance's center of rotation different from that of the symbol.

1 In the Timeline's labels layer, locate the first frame labeled kite flight loop (Frame 168) and click the frame to move the playhead to that location.
2 Select the kite that appears on the Stage.
3 If the Instance panel is not open, click the Instance Panel button in the Launcher bar.
Note that when the kite symbol is selected, in the Instance panel its symbol name is placeholderKite, and its instance name is demoKite. Later in the tutorial, after you add ActionScript to your movie, the kite the customer selects will replace the demoKite instance while the movie plays.
4 Choose Modify > Transform > Edit Center.
The registration point becomes visible and selected.
5 On the Stage, drag the registration point, the small cross, to the approximate center of the kite.


 
Create motion tweening for the kite

After customers select a kite, they click the Fly It! button to see the invoice while the kite flies. To achieve the effect of the kite floating around the sky, you'll add motion tweening to your movie.

For this motion tweening, you will define kite properties such as position, size, and rotation for an instance at one point on the Timeline, and then you will change those properties in keyframes that you insert in the Timeline. Flash creates the content of the frames in between the keyframes.


 
Add the keyframe for the end of your animation

As you add keyframes, keep in mind that you can insert the keyframes anywhere you want the animation to change; except for the first and last keyframes, you don't need to insert the keyframes in the exact frames specified in the tutorial.

1 In the Timeline's kite layer, verify that the playhead is on Frame 168.
Note the keyframe, which will indicate the start of your animation. Also notice the guideline on the Stage, which displays the path the kite will snap to. In the Timeline, this path is in the Guide:kite layer, which is a guide layer, a special layer you can create to assist in placing objects on the Stage.
Guidelines exist only to help authors assemble media along a path; they do not appear in the published Flash movie. You can recognize guide layers in the Timeline by their icon.

2 Use the pop-up menu at the lower left of the application window to increase the Stage size to 800%.
Now notice that the path is not one continuous shape—it has a small break where the animation ends.
3 In the Timeline's kite layer, move the playhead to Frame 229 and choose Insert > Keyframe.
Check the status display at the bottom of the Timeline to confirm that you selected the correct frame.
An ending keyframe appears in Frame 228, which is where the motion tween will end.
4 With the Stage still zoomed, and the playhead on Frame 229 of the kite layer, drag the kite slightly to the right, so that the registration point is on the other side of the path.
You're defining where the kite will be at the end of the animation.
Note: If your registration point is already on the other (right) side of the path, your animation will not work. Redo the steps to change the registration point, this time moving the point to the left of where you placed it before.
5 Resize the Stage to 100%.


 
Specify motion tweening

Now that you have defined the start and end of your animation, you will use the Frame panel to specify that the tween will be a motion tween.

1 In the Timeline's kite layer, click any frame between 168, the beginning of the animation, and 228, the end of the animation, so that just the frames in between those two keyframes are selected.
2 Choose Window > Panels > Frame and select Motion from the Tweening pop-up menu.
3 Verify that Snap is selected.
Snap ensures that the kite instance attaches to the guideline by its registration point.
In the Timeline, you can tell that the motion tweening is implemented correctly if a solid line appears between the keyframes, and the frames have a light blue background.
A dashed line between keyframes indicates the tweening is not implemented correctly, which often occurs when a beginning or ending keyframe is accidentally deleted.


 
Add the intermediate keyframes

Now you'll add the intermediate keyframes that define where the animation will change.

1 In the Timeline's kite layer, with the playhead on Frame 175, press F6 to insert a keyframe.
On the Stage, the kite has moved along the path to its position relative to Frame 175.
2 Also in the kite layer, insert keyframes in Frames 184, 198, 207, and 214.


 
Scale and rotate the kite

The animation will be more realistic if the kite changes in size and rotates as it moves along its path. To achieve this effect, you will make the kite larger and smaller where you've added keyframes, and you'll rotate the kite.

1 With the kite layer still selected, move the playhead back to Keyframe 175.

Note: If you inserted keyframes in different frames from those specified in the tutorial, you can scale and rotate the kite wherever you inserted a keyframe.

2 In the toolbox, select the Arrow tool and the Scale modifier. On the Stage, click and drag one of the outside corner sizing handles around the kite to make the kite slightly larger.
3 Select the Rotate modifier. On the Stage, move the mouse pointer over one of the kite's corner handles.
The pointer changes into four curved arrows.
4 Click and drag the corner handle to rotate the kite approximately 30° clockwise.
5 Move the playhead to Frame 184. On the Stage, use the Rotate modifier to move the kite approximately 60° counterclockwise. Use the Scale modifier to make the kite smaller.
During the animation, the kite will appear to be flying farther away.
6 Move the playhead to Keyframe 198. On the Stage, use the Scale modifier to make the kite smaller.
7 For Keyframes 207 and 214, use the Scale tool to make the kite larger.
8 To view the kite-flying animation, drag the playhead from Frame 168 to Frame 228.

Note: Remember to save your work frequently.


 
Loop the animation

The kite animation stops when the playhead reaches Frame 228. To make the kite fly continuously, you'll add a looping attribute.

1 In the Timeline's actions layer, insert a keyframe in Frame 228, and then double-click it to open the Frame Actions panel.
2 Click the Actions icon to expand that category, then double-click goto in the Toolbox list.
3 In the Type pop-up menu, select Frame Label.
4 In the Frame pop-up menu, select kite flight loop.
The Timeline includes a label called kite flight loop. The first frame within the kite flight loop label is Frame 168. You are specifying that the playhead loop from Frame 228, where you inserted the keyframe, back to Frame 168, the start of the animation.
5 Verify that Go to and Play is selected, then close the Frame Actions panel.


 
Create shape tweening for the kite string

To animate the kite, you used motion tweening. To animate the kite string, you will use shape tweening: you will draw a shape—in this case, the string—at one point in the Timeline, and you will change that shape at later points. Flash alters the shape for the frames between the beginning and ending keyframes to create the animation.

1 In the Timeline's string layer, insert a keyframe (F6) in Frame 168, which is the frame where you started the kite motion tween.
2 In the toolbox, select the Pencil tool. Click the color box to display the pop-up window, and select a pale shade of yellow.
3 From the Pencil Mode modifier, select Smooth.
4 To open the Stroke panel, choose Window > Panels > Stroke. In the Stroke Size pop-up menu, move the slider to select 2, or type 2 in the Stroke Size text box.
5 On the Stage, draw a line that curves from the spool to the target "bull's-eye" in the approximate center of the kite.
6 If necessary, use the Arrow tool to select the string on the Stage and select the Smooth modifier repeatedly until the line resembles a string.
7 In the Timeline, add a keyframe to Frame 230 of the string layer.
In addition to the keyframe in Frame 230, an end keyframe appears in Frame 229.
8 In Frame 231, choose Insert > Blank Keyframe so the string will not appear in the movie from that frame on.


 
Specify shape tweening

To prepare for shape tweening, you might find it helpful to lock the kite, sky, and Guide:kite layers in the Timeline to avoid accidentally moving those objects on the Stage.

1 In the Timeline's string layer, click any frame between Frames 168 and 229 so that just the frames in between those two keyframes are selected.
2 If the Frame panel is not open, choose Window > Panels > Frame and select Shape from the Tweening pop-up menu.
As with motion tweening, a solid line between keyframes tells you that you executed the tween correctly. The Timeline indicates shape tweening with a light green background.
3 Move the playhead to Frame 168. Slowly drag the playhead to the right across the Timeline until the string appears to have separated from the kite. Add another keyframe at this point in the Timeline.

Note: The gap between the kite and string can be fairly prominent before you need to add a keyframe. You do not need to add a keyframe for a small separation between the kite and string.

4 Select the Arrow tool in the toolbox. If the entire string is selected, click anywhere on the Stage to deselect it, then drag the top of the string so that it again appears to be attached to the bull's-eye.
5 Use the Arrow tool, with the Smooth modifier selected, to maintain the line's curved shape by selecting and dragging from a point around the middle of the line.
You are setting up the animation so that the kite string never looks as though it has separated from the kite.
6 As you continue to move the playhead slowly to the right, add a keyframe to the string layer each time you see a prominent gap between the kite and the string, then repeat steps 4 and 5 as often as necessary until you reach the end of the animation—Frame 229.
7 To view the animation, move the playhead to Frame 168 and choose Control > Play. When you finish viewing the animation, choose Control > Stop.

Note: Remember to save your work frequently.


  Adding Text   


Now that you have a place to put all of the information associated with your new Web site, you can begin adding content. Dreamweaver is one of many WYSIWYG (what you see is what you get) editors allowing authors to create Web pages in a user friendly, point and click environment similar to modern word processing programs.


  1. Personalize the Website title by replacing the text, "My Website" in the upper left corner of the template with Jane's Site (you may use your own name if you prefer).
  2. Click in the top left cell of the table and type Welcome to Jane's[Note: Press Enter key here.]Dreamweaver 4 Workshop.
  3. Highlight Dreamweaver 4 and click on the Bold button in the Properties inspector. Note: If the Properties inspector is closed, you can open it by selecting Windows | Properties from the menu bar.
  4. To change text color, highlight Dreamweaver 4. Then click on the text color box on the Properties inspector and select a green in the color palette.
  5. Finally, highlight all of the text, "Welcome to Jane's Dreamweaver 4 Workshop" and use the Property inspector to center the text in the cell.

Note: Continue to enter text as you see fit. At any point, you may run Spell Check! Just select Text | Check Spelling from the menu bar. This is a good time to save your page. Remember to save often!

Tip: Have you noticed that when entering text and you press the Enter key, your cursor will skip a line? To avoid extra blank lines, press Shift-Enter and your cursor will simply go to the next line.


  Formatting Text   


Click in the second cell on the left in your table and type the following text:

Objectives

You will learn how to add text to your site.

You will learn how to insert graphics onto your site.

You will learn how to create links from your site.

Headings - Headings are used to set titles and subtitles apart from the main text on a page. There are six different heading sizes with Heading 1 being the largest and Heading 6 the smallest.

Tip: For good Web page design, avoid skipping a heading size on the page. For example, If you use Heading 3 for your title, you should use Heading 4 for subtitles on your page.

  1. Highlight the text, "Welcome to Jane's Dreamweaver 4 Workshop", and make it Heading 3.
  2. Highlight the text, "Objective", and make it Heading 4.

Note: All the tools you need to format text are found on the Properties inspector.


Ordered/Unordered Lists - Lists are used to organize data on a Web page for a clean, concise, professional look. You can create bulleted (unordered) lists, or numbered (ordered) lists. You may see an example of an ordered list in Activity 2 and an example of an unordered list in activity 3.

  1. Highlight the words,

    "You will learn how to add text to your site.

    You will learn how to insert graphics onto your site.

    You will learn how to create links from your site."

  2. Click on the Unordered List button in the Property inspector.

Continue to enter information on your page as desired and save your page.


  Inserting Images   


The creation of the World Wide Web in the early 1990's and subsequent development of graphical browsers brought the Internet to life with a rainbow of colors, images and sound. You can insert an image by completing the following steps:

  1. In the table you created, click in the top right cell.
  2. Click on the Image button or select Insert | Image from the menu bar.
  3. Highlight kid.gif in "c:\My Website\images\DWT_kid.gif", click on OK and save your page.

Note: Keep in mind when adding images to your page, it can also add hundreds of seconds of download time.


  Making Links   

Here are five different types of links that you may want to add to your Web site:

Absolute link - Link points to an external page, one that is not within your site.
You must link using the full or absolute address. Create a link to your favorite search tool.

  1. Highlight the text, "Link 1" and press the Delete key.
  2. Click on the Hyperlink button on the tool bar.
  3. In the Text box type Google.
  4. In the URL box, type http://www.google.com and click on OK.

Note: Links do not work in Dreamweaver. You may check your link by
pressing the F12 key which will bring up a browser window. Click on the link you
created to see if it works.

Relative Link - Internal link points to another page of your site.

  1. Highlight the text for link 4 and press the Delete key.
  2. Right click and select Make Link.
  3. Select About.htm from C:\website and click OK.

Note: Links do not work in Dreamweaver. You may check your link by
pressing the F12 key which will bring up a browser window. Click on the link you
created to see if it works.

Mailto Link - Link to your e-mail.

  1. Right click on the Email graphic and select Change Link.
  2. Change the URL to mailto:workshops@dzfx.com and click on OK.

Note: Links do not work in Dreamweaver. You may check your link by
pressing the F12 key which will bring up a browser window. Click on the link you
created to see if it works.

Named Anchor - Link to a specific location within a Web page. For
example, you might provide a link from the bottom of a page back to the top.
Or, you might create a table of contents or index at the top of your page that i
ncludes named anchors to specific sections within your page or site.
To create the former,

  1. Click immediately to the left of the Welcome text.
  2. Select Insert | Invisible Tags | Named Anchor
  3. In the dialog box, type Top and click OK.
  4. Click at the bottom of the page and press the Enter key to extend
    the page length.
  5. Type Back to Top at the bottom of your page.
  6. Highlight the text "Back to Top".
  7. Click on the Point to File symbol in the Properties inspector and
    drag your pointer to the anchor at the top of your page.

Note: Links do not work in Dreamweaver. You may check your link by
pressing the F12 key which will bring up a browser window. Click on the
link you created to see if it works.

Image Link - Link from a graphic to an external or internal URL

  1. Right click on the Home picture in the top right of your template and select
    Change Link
    .
  2. Select index.htm under C:\website and click on OK.

Note: Links do not work in Dreamweaver. You may check your link by
pressing the F12 key which will bring up a browser window. Click on the
link you created to see if it works.

  Creating Rollover Buttons   


Rollover Buttons are fun additions to your site! They are an added way to navigate. In the Photoshop 6 teaching reference you learned to make a button. For a rollover button you will need two graphics of the same size.

  1. Click in the second cell on the right.
  2. Click on Insert | Interactive Images | Rollover Image.

Mouse Over Example


  Conclusion   


Once you are done, press the F12 key and it will bring up a browser window that should look something like this: