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Showing posts with label learn. Show all posts
Showing posts with label learn. Show all posts

Tuesday, September 8, 2009

MySpace Release E-mail Service

NEW-NEW is a social networking site MySpace (MySpace.com) announced the e-mail service that will berakhiran@myspace.com latest. Although still in beta, MySpace believes the e-mail services they would be the e-mail service second largest in the U.S. and fourth in the world. The uniqueness of this service is the user can insert an image from an online profile to the e-mails and attachments can megirim video and music clips.

Lapan Online Library

INSTITUTION Aviation and Space Agency (Lapan) inaugurated an online library services and community space Indonesia lover. With these services, the public can access the collection database 5000 textbook, journals, and research results from the library Lapan. The library address at perpustakaan.lapan.go.id. While lovers community mailing list in the group space
komunitas-antariksa@yahoogroup.com

Primp by Theme

AFTER a long race with competitors in terms of features and technology, Google seems to have 'tired'. Company founded Larry Page and Sergey Brin had made 29 theme to beautify their besutan browser, Chrome. As a result, the browser display a more attractive and can make activities more fun surf. You can try out new designs on the link Chrome
http://tools.google.com/chrome/intl/en/themes/index.html

Cartoon Animation

Cartoon Animation

Flash is one of those wonderful programs that can be put for a plethora of uses. But one of the most common things people want to be able to do with it is make cartoons and animations. There's a lot of ways to do this, but I'm going to show you a very simple, scripting free way of bringing some characters to life.

[ you'll be making something similar to what is shown above ]

Steps to Create Animation
Before we begin our animation, we need a character. This little guy below is one that I quickly drew using a similar process to that described in another tutorial, Line Art In Flash. He looks a little bit lost, bless him. Let's call him Dexter.

[first draft of character]

At the moment, Dexter is just a collection of lines and fills, and not much good for animating. What we need to do is break up the character into his component parts (ouch!), and save them all as Library items.

Of course, the easiest way to do this is to simply draw each body part on a different layer as you go. That way, you can see how the fit together in relation to each other, get the sizes right etc etc. But if you've already drawn the character, then you'll just have to get your mouse dirty, get in there and pull poor Dexter to pieces. Select the lines and fills that make up a body part (say the head) then cut and paste into a new symbol. In a lot of case, you may find that a piece isn't complete, where it intersected with other areas. If that happens, then you just add some more lines and complete the part.

[individual symbols]

You can see from the picture above that Dexter is now split up into sections. Notice that although we only had one original eye image, I've duplicated the symbol and made three more versions, each with the lids closing. We need this to make him blink. I've also made a short movie clip for the mouth, containing a couple of lines / states for a talking mouth. A little tip for arms - make sure that the registration point is located at the 'shoulder' joint of the image. This makes it easier when you come to rotate them.

Make sure you have all your symbols saved in the library, and a clear Stage. Now, we can begin to create a small animation.

  1. Make a new movie clip symbol, and call it M Eyes Blink. Inside it, place your open eyes in frame 1. Insert another keyframe at around frame 40 or so. In this one, replace the open eyes with the next level down eye image, where the lids are starting to close. Put another keyframe in the next frame, and repeat the process, inserting the almost closed eyes. Put the fully closed eyes in the next keyframe. Then insert another three frames and reverse the process. No need to put any scripting on the end, we want this to loop continuously, so Dexter will blink every few seconds.

    [your eyes go in this order]

  2. Create a new movie clip. We're going to use this one for our character, so give it a couple of layers. Call each one something meaningful, like R Arm, L Arm, Legs, Head etc. Remember that some body parts will need to be behind others. In the case of Dexter, one of his arms is partially behind his body, so I have to make sure that the layer containing his left arm is behind the layer containing his T-Shirt.

    [layer structure]

  3. It may also be worth making a new clip for the characters' head, although this depends on how complex you want the animation to be. For the more detailed movies where you're trying to sync voice files and mouth movements, it's probably not worth doing, and you'll find it better making individual movies for each line. In this case though we just want to see an example, so we'll combine the head, eye animation and mouth animation into one, and place it on the top layer of our character movie.
  4. But that's not enough! How about we get him to look at his watch every now and then? That's just a simple motion tween of our arm and head symbols. Go into the character movie clip, and F5 up to around frame 43 on each layer.
  1. On about frame 15 of the R Arm layer, make a keyframe. A few frames later (depending on how long you want the action to take, make another. In this second one, rotate the arm (this is where you need the registration point on the shoulder axis, it makes it a lot easier) to the point you would like it to be. You may find that the arm overlaps part of the body image. In that case, edit the arm symbol so this doesn't happen. When you've chosen your finish position, select a frame in between these two states, and apply a motion tween. Give him a few frames to look at his watch, the reverse the process, moving the arm back to its original position. Do something similar with the head, so that he actually looks down at his watch.

    [animation timeline]

  2. Now run your movie, and you'll see him getting the time every few seconds, still chatting and blinking as he does so.

And that's the basic principle. It's very handy to make a small collection of body parts (not literally, I do mean Flash images here) in your library. Draw various positions of arms, so you'll always have the one you need on hand. Different expressions can be made by using different mouths and eyes, so have a good selection of these too.

Certain motions (like the watch checking) can be put into small clips, then re-used as and when you need them, so you can build up a collection of mini movie actions too.

Add more characters, backgrounds, anything you like. Here's the .fla file for the basic movie (including a selection of other characters for you to break up) ready for you to animate and warp to your hearts' desire.

download fla

Vibration Effect

Vibration Effect

In my spare time, I often browse through the threads located in the "best of" forum in the kirupaForum. An interesting effect that I discovered during my random scavenger hunts was a vibration effect posted by suprabeener.

I modified the effect slightly by adding some extra features, and the following animation shows you the result of my modification:

[ the vibration effect ]

Here's How:
This tutorial, as you may presume, will help you to create the vibration effect above. I will also take care to explain the code behind this effect so that you can hopefully create a cooler animation on your own:

  1. Make sure you launch Flash MX if you have not already done so.
  2. Draw a small circle in your drawing area. The circle doesn't have to be anything fancy at this point in time. Here is how my circle looks for this tutorial:

[ draw a small circle ]

  1. Once the circle has been drawn, it is time to make it useful by converting it to a movie clip. Select the circle and press F8 (Modify | Convert to Symbol). The Convert to Symbol dialog box will appear. Select the Movie Clip behavior option and press OK.
  2. Your circle is now a movie clip. Let's add some actions to our newly created movie clip. Right click on the circle and select Actions. Copy and paste the following code:

[ copy and paste the above code ]

  1. Press Ctrl + Enter, and you should be able to see your circle vibrating. If you are interested in learning how to duplicate the circles around your movie, read on. If not, feel free to go to the next section titled "The Code Explained" to learn why the circle vibrated.
  2. Duplicating the movie clip isn't overly complicated. First, we need to give our circle an instance name. Select your circle, and in the Properties panel replace <> replace that with the name circle:

[ give the circle the instance name circle ]

  1. After having given your circle the instance name 'circle', right click on a frame on your timeline and select Actions. Copy and paste the following code:

for (var i = 0; i<25;>

[ copy and paste the above code ]

  1. You have finished the animation. The following section will help

The Code Explained
As mentioned earlier, the following few sections will help you to better understand why the code causes the circle to vibrate, change shape, change location, and change transparency.

Let's start with the major lines code in the onClipEvent(load):

//movie width/height
height = 200;
width = 300;

The above variables represent the height and width of your movie. If your movie's width and height are not 300 pixels wide by 200 pixels tall, you must change the values to represent your movie's dimensions.

//------------------------//
//makes everything random //
//------------------------//

this._x = Math.round(Math.random()*width);
this._y = Math.round(Math.random()*height);
var temp = this._alpha=Math.random()*100;
this._xscale = this._yscale=temp;

The first two lines place your circle movie clip in a random location on your movie. Notice the appeareance of the width and height variables in the first and second lines. Those variables help to keep the randomness of the Math.random() confined to the dimensions of your movie.

In the third line, I declare a variable called temp, and I initialize the temp variable to the value of this._alpha which equals a random number up to 100. Instead of spanning this line over several lines, I found a common value (the variable temp) and combined everything into one line. Nothing too complicated I hope!

In the fourth line, I set the scale of the circle equal to the value of the variable temp declared in the previous line. Since Flash MX does not have (as far as I know) a _scale property, I have to use both the horizontal and vertical scale properties: _xscale and _yscale. Both of those properties are set to the same value of temp so you don't have a skewed circle with a different horizontal/vertical stretch.

//setting initial position
cx = this._x;
cy = this._y;

These lines of code set the initial x and y position of the movie clip. You will see later that these variables act like an anchor that tell the vibration effect where it's source is.

Now, we venture to the chaotic code of onClipEvent(enterframe):

//causes the object to be offset
this._x = cx+(1+Math.random()*5);
this._y = cy+(1+Math.random()*5);

The two lines are largely responsible for creating the vibration effect. The current position of the movie clip is set to its initial position as determined by cx and cy in the load event. With the initial position solidly anchored, the x and y positions are offset by the value of whatever the output of 1+Math.random()*5 is.


I hope this tutorial helped. For your own convenience, I have provided the FLA of this tutorial's example animation seen towards the top.

download final source

Saturday, September 5, 2009

Examples of Animation in Megaman





Film Grain

Film Grain

A very cool defect I notice on older movies and films is the film grain effect caused by the aging of the actual film reels. While most would consider that to be a flaw, I take the converse of that view and think it is a really nifty effect. After all, one person's perception of a flaw is another person's idea for a Flash MX 2004 tutorial.

The following animation shows the film grain effect (or defect?) applied to a picture from Easter Island:

[ the film grain effect ]

The tutorial isn't too complicated, but it does require one to pay attention to minor details to help make a really convincing film grain effect. Here's how:

  1. Create a new document in Flash MX 2004. Set your movie's width and height to 300 by 200.
  2. For the sake of simplicity, set your movie's background to a dark color such as black or gray as opposed to using a image.
  3. Now, select your Pencil Tool from your toolbox on the left. Below the toolbox, you will notice a small section marked Options. Click that and select Ink:

[ select the Ink option for the Pencil Tool]

  1. Once you have selected the Pencil Tool and set its options to Ink, take a gander at your Properties panel and make sure the Stroke color is a pale gray color.
  2. With all of the above done, using your mouse, draw small, random dots and dashes in your drawing area:

[ random dots and dashes ]

  1. Now, select all of the dots you made and press F8. The Convert to Symbol dialog box will appear. Select Movie Clip and press OK (the symbol name doesn't really matter).
  2. Right click on your dots - now a giant movie clip - and select Edit in Place. You should now be in your movie clip's timeline. Now, insert a new keyframe on Frame 2 by right clicking on Frame 2 in your timeline and selecting "Insert Keyframe."
  3. Make sure your timeline slider is over the Frame 2 keyframe. Now, move the dots and dashes around a little bit to create the illusion of movement. After you have moved your dots and dashes around quite a bit, right click on Frame 3 and select "Insert Keyframe."
  4. In Frame 3, shuffle the dots and dashes around a little bit. You can also delete all of your dots and dashes and draw new ones to make it truly random. Keep adding keyframes and moving the dots and dashes around. About 9 or 10 keyframes' worth of random movements should be good.
  5. Save your file and preview it in a browser. The film grains you drew should appear and continue looping once they reach their end.

Drawing the Vertical Lines
Foreseeing questions about the topic of the vertical lines, I will briefly mention the tricks behind the moving vertical lines that occur randomly. What I did was create another movie clip and draw a thin, vertical white line. Once the line was drawn, I simply created a motion tween where the line changed position.

I created about 5 or 6 sequences of motion tweens where the line was oscillated around the screen in an erratic fashion. I inserted blank keyframes between the motion sequences to create a slight blinking effect:

[ my timeline: notice the blank keyframes between the tween sequences ]

You can copy and paste the frames in random sequences throughout your movie clip. For more info, take a look at my FLA provided below.

Well that's all there is to this effect. Adding an actual image would make the effect stand out even more. If file size is no concern, you may even want to incorporate actual video files.

I have provided the source files for your use:

download fla

Pausing Animation

Pausing Animation

Ever wanted to pause at the best bit in your animation? Or maybe let the viewer pause, and look in detail at your well crafted animation? Well in this tutorial, I shall be showing you how to add a Pause, and play button into your animation!

[This is what you will be creating]

How To Make It Happen

  1. Firstly, download and open the .FLA file into flash. This will have the bare bones of what we need to make in the example. If you wish to not use the example at all, this will also be very easy to do, and i shall explain what to do along the way. We now have to go to our library folder, so go to Window/ Library, or press CTRL+L to access it alternatively. Now drag and drop the two buttons into place in the Button layer, and put them where you feel necessary*.
  2. Now that we have the animation open, you will see that I have already created the animation for you! This is where, if you are not following the example file, you can go wild and create something really cool and special! But please make sure to stay within the animations layer.

    [ Try to stay only within the animations layer for your designs]

  3. We now have to go to our library folder, so go to Window/ Library, or press CTRL+L to access it alternatively. Now drag and drop the two buttons into place in the Button layer, and put them where you feel necessary*.

[*If you are not following the .FLA File , You should create two buttons called Play and Pause]

  1. You now have to highlight the Pause button, and input this code into the Actions Panel.
on (press) {
stop();
}
  1. Highlight the Play button and input this code into the Actions panel
on (press) {
play();
}
  1. Time to test your animation. You should see a blue square morph into an orange circle and back again, and if you press the pause button, it should stop the animation on its current frame, then press play to resume the action.

Congratulations! You have just incorporated buttons into your animation!

The Theory

on (press) {
stop();
}

What this does, is it tells the animation to stop on it's current frame. OnRelease tells us that, when the button is released, it will do the next command. The next command is Stop(); which tells it to stop on the current frame.

on (press) {
play();
}

This tells the movie to play again. As explained above, OnRelease tells the button that, once it is released, it should do the next command. Play(); tells the animation that it can start to run again.

Note
If your animation didn't work, are you sure that you stuck to the guidelines of the tutorial clearly?

Did you try to jump into the deep end straight away and try to make the whole thing all by yourself? Why not complete the tutorial as it is meant to be done, and then make it your own way?

You can download the final source also:

Download ZIP

Complex Button RollOver/RollOut Effects

Complex Button RollOver/RollOut Effects

It seems everywhere you look now has some form of complex button. Most buttons that have an animation when rolled over and an animation when you roll out are done with some form of this concept that I intend to share with you.

If you understand basic Flash concepts and just a smidgen of Actionscript, you will catch on in no time.

Before we get started, take a look at what will be created. It may not look like much, but from this one simple concept, sites like " The Life Aquatic" movie site are possible.

[ an example of what you will create ]

Here is How

  1. Create a new Flash document.

  2. Open up the document properties by pressing ctrl+j (cmd+j on Mac) and change the stage size to 100x100. Change the Frame Rate to 30.

  3. Rename layer 1 on the main timeline to complexButton. The main timeline should now look like this:

  1. Create a new movieclip by pressing ctrl+F8 (cmd+F8 on Mac). Name it mc_complex.

  2. Double click mc_complex in the library to edit the symbol. Select the Oval Tool(o) and make a 30x30 circle on the stage. In the properties panel set the x and y values for that circle to 0.

  3. Double click the circle to select the Fill and Stroke. Press F8 to convert it to a symbol so we can tween it. Make it into a graphic symbol and name it gr_circle:

  1. Still editing the mc_complex movieclip select frame 15 and press F6. This inserts a keyframe. Resize the circle a little bigger than what is there. I went with 40x40.

  2. Right click on any frame between the two keyframes on the timeline and select Create Motion Tween.

  3. Create a new layer and call it actions. Insert a blank keyframe(F7) on frame 15. The timeline for mc_complex should now look like this:

  1. Select the first frame of the actions layer. Type this code in the actions panel:

//stop();
this.onEnterFrame = function(){
if(rewind == true){
prevFrame();
}
}
this.onRollOver = function(){
rewind = false;
play();
}
this.onRollOut = function(){
rewind = true;
}
this.onRelease = function(){
getURL("http://www.kirupa.com","_blank");
}
  1. Select frame 15 of the actions layer, Type this code in the actions panel

stop();
  1. Navigate back to the root timeline. Put an instance of mc_complex from the library onto the stage.

  2. Save the flash document and test your movie(ctrl + enter). There you have it, a button that animates on rollover and on rollout.

Now lets look at the code:

stop();
this.onEnterFrame = function(){
if(rewind == true){
prevFrame();
}
}

The first stop command just stops the movieclip from playing (so the animation doesnt loop). What the onEnterFrame event handler is doing is checking to see if rewind is set to true. If it is, the animation plays backwards until it reaches a stop.

this.onRollOver = function(){
rewind = false;
play();
}

The onRollOver event handler does two things, it sets rewind to false so that the onEnterFrame event handler doesn't execute the prevFrame script. The other thing the onRollOver does is play the animation. So when you roll over the button, rewind gets set to false, then the animation plays and you see the button grow until the playhead hits the stop command on frame 15.

this.onRollOut = function(){
rewind = true;
}
this.onRelease = function(){
getURL("http://www.kirupa.com","_blank");
}

This last chunk of code is rather simple. When you roll out of the button, rewind gets set to true. So now the onEnterFrame will execute the prevFrame (becuase rewind is equal to true) until it reaches a stop. The onRelease event is where you place your code for when the button is clicked.

Download FLA

Duplicate Background

Duplicate Background

While scanning through the various threads in the Flash MX 2004 forum, there was a question asking whether it was possible to tile a background in Flash. This tutorial is an extension of the answer I wrote for that question, and I think there are some interesting concepts in the code that may benefit you in more applications beyond simple background duplication.

The following is an example of a small background image automatically tiled using some ActionScript in Flash:

[ an example of what you will create ]

Here's how:

  1. First, create a new animation in Flash. Set the width of your movie to 300 pixels and set the height of your movie to 200 pixels.
  2. Now that you have your movie setup, you will need to find a background tile. Copy and paste the following image into Flash:

[ pattern courtesy of squidfingers ]

  1. After you have pasted that image in Flash, select the image and press F8 (Insert | Convert to Symbol). The Convert to Symbol dialog box will appear. Give the movie clip the name 'tile'. Don't press the OK button just yet:

[ the Convert to Symbol dialog box ]

  1. While still on the Convert to Symbol dialog box, press the Advanced button to display more options. Check the box for "Export for ActionScript" and enter square in the field for Identifier. After you have done that, press OK to close the Convert to Symbol dialog box.

[ enter square in the Identifer field for your tile movie clip ]

  1. Your newly converted image should still be selected. Check your Properties panel's Width and Height text fields towards your bottom left to see what the width and height of your image is.

    If you used my background tile, your image should have a width and height of 34 pixels! Make a mental note of that number for now.
  2. Delete the image from your stage by pressing the Delete key. Don't worry, all our work has not been wasted. Your movie clip and its Linkage Identifier data should be saved in your Library.
  1. Alright, time to make this tutorial worthy of being in the ActionScript section. Select the first frame in your timeline, press F9 or Window | Development Panels | Actions to display the Actions window. Copy and paste the following code inside it:

    tileBG = function () {
    tile_width = 34;
    tile_height = 34;
    //
    x_max = Math.round(Stage.width/tile_width);
    y_max = Math.round(Stage.height/tile_height);
    trace(x_max);
    trace(y_max);
    for (x=0; x<=x_max; x++) {
    for (y=0; y<=y_max; y++) {
    bg = _root.attachMovie("square", "bg"+x+y, this.getNextHighestDepth());
    bg._x = tile_width*x;
    bg._y = tile_height*y;
    }
    }
    };
    tileBG();

[ copy and paste the above code into your Actions window ]

  1. Press Ctrl + Enter or Preview in HTML. Notice that your image is now tiled throughout your stage area.

ActionScript Explained
Let's take a look at the code and what causes our image to tile. There are some interesting concepts that you might find useful for other uses beyond just tiling!

tileBG = function () {

I create a new function, and I call it tileBG. Notice that the function takes in no arguments.


tile_width = 34;
tile_height = 34;

In the tile_width and tile_height variables, make sure to enter the width and height of your background tile. In our case, the tile graphic was conveniently 34 pixels wide by 34 pixels tall.


x_max = Math.round(Stage.width/tile_width);
y_max = Math.round(Stage.height/tile_height);

In the above two lines, I determine the total number of tiles that will be needed to cover the stage horizontally (x_max) and vertically (y_max). I do that by dividing the total width and height of our stage by the width and height of your background tile. I use Math.round() to round our values to the nearest whole number.


for (x=0; x<=x_max; x++) {
for (y=0; y<=y_max; y++) {
bg = _root.attachMovie("square", "bg"+x+y, this.getNextHighestDepth());
bg._x = tile_width*x;
bg._y = tile_height*y;
}
}

The two for loops conduct the horizontal and vertical sweep for creating our grid that will contain our background tiles. Let's arbitrarily set x_max to be = 3, and y_max to be 4. First, x is set to zero. For x = 0, the for loop for the y runs all the way until y <= y_max. Then x is set to 1, and the y loop runs again. The loops run until x <= x_max or, occasionally.

A good way to picture this would be to imagine the x value representative of the top row of a puzzle. For each x piece laid, a series of y pieces go straight down and fill up all the vertical spaces below the x piece. That process goes until you reach the end of your puzzle and can't lay any more x pieces.

That is similar to our code above. You will lay pieces symbolic of our background tile until you reach the edge of our stage.


bg = _root.attachMovie("square", "bg"+x+y, this.getNextHighestDepth());

In this line, I invoke our background tile by using the attachMovie function combined with our movie's linkage identifier, square. The attachMovie function called to a target (_root for us) takes in the following three arguments: the movie clip's identifier, the new movie clip's name, and the movie clip's depth.

For the depth, I use the getNextHighestDepth() function. It automatically places newly attached or created movies at one depth higher than the elements around it. You could use an arbitrary value incremented by x or y, but if you are working on a large animation with lots of dynamically created "stuff" occupying precious depths in your timelines, letting Flash keep track of the depths sounds like a good thing to do.


One last thing to note is that I am storing our newly attached movie clip in the variable bg.

bg._x = tile_width*x;
bg._y = tile_height*y;

Since bg represents our newly attached movie clip, I can use the _x and _y properties to specify the horizontal and vertical position of our bg movie clip. tile_width*x ensures that each subsequent image is shifted over by x. The same is true in the code used for shifting our movie clip in the vertical position.


Wrapping Up
If you want to learn more about grids, Pom's tutorial on grids and senocular's tutorial on isometric grids should help you out immensely.

You may be wondering, why go through the hassle of tiling an image when you could just take a screenshot of the tiled background, save it as an image, and then just import that one large image as opposed to tiling one small image dynamically in Flash!

You can create photo thumbnail galleries where each square in the grid is actually a small preview of a larger picture. For a project I was working on at MIT, I used the grid as a representation of a larger map to use as a minimap. Almost all of senocular's Isometry tutorials involve manipulations of the basic grid.

What I hope to convey through this tutorial, is that grids allow you to divide your stage area into small parcels of pixels that you can manipulate and use to your will. I have provided the source zip file that contains a working FLA of my example.

download source files

Monday, August 31, 2009

Shiny Orbs

Shiny Orbs

Nothing says "This person knows their gradient fills" like shiny orbs.
You've created them in Photoshop now create nice shiny (vector based) glass orbs in Flash!

[here is (roughly) what you'll end up with]

[here is (roughly) what you'll end up with]

Enough Chit Chat show me how.

  1. The most important stage! Choose a nice bright primary colour or use grey for plain glass. Then set your fill colour to your desired shade. Set your line colour to a slightly darker version of your fill colour.

[The colours I used]

[ The colours I used ]

  1. Create a new Movie Clip symbol (Insert > New Symbol). Name it something relevant ("Orb","Shiny" etc) and click OK.

    Select the Oval tool and create a circle (hold down Shift) approximately 200 pixels wide.
  2. Now select the filled area of the circle and bring up the Colour Mixer window.
    On the Colour Mixer window click on the paint bucket to make sure the fill is selected.
  3. Now in the drop down menu select 'Linear Fill'. Your circle will have a gradient fill fading from black on the left to white on the right! Change the fill so that it starts with a dark shade of your colour and ends with a light shade.

[use the colour mixer to perfect your fill]

[ use the colour mixer to perfect your fill ]

  1. Now select the "Fill Transform Tool" and click on your lovely gradient fill.
    Use the rotate fill handle to rotate the gradient fill until the dark shade is at the top and the light shade is at the bottom.

[rotate the fill until it looks something like this]

[ rotate the fill until it looks something like this ]

  1. Select the first filled circle and copy it (Ctrl+C), create a new layer and "Paste it in Place" onto the new layer (Ctrl+Shift+V).
  2. Select the filled circle you have just made and go back over to our old friend the Colour Mixer window.

    This time select Radial Fill in the drop down box.
    Set up the fill so that the outside of your circle is a dark shade of your colour with an Alpha value of 70%.

    Then set the inner colour's Alpha value to 0%.

[set up your second gradient fill]

[ set up your second gradient fill ]

This should create the shadow around the edge of your Orb.

[hopefully you'll have something like this!]

[ hopefully you'll have something like this! ]

  1. Make another copy of the circle by selecting the second filled circle and copying it (Ctrl+C). Then create a new layer and "Paste it in Place" onto the new layer (Ctrl+Shift+V).

  2. Select this new fill, go to the Colour Mixer window and select radial fill from the drop down menu. Set up the fill so that it blends from white with 100% Alpha value in the centre to white at 0% Alpha at the edges.

[the final gradient fill part I!]

[ the final gradient fill part I! ]

  1. Select the "Fill Transform Tool" and move the fill vertically upwards so that it's centre touches the top of the circle.

[the final gradient fill part II!]

[ the final gradient fill part II! ]

  1. Select this fill and use the Transform window to shrink the fill horizontally by about 6%. Now use the cursor keys to move the fill down a few pixels.
    And hey presto a shiny orb to impress your friends and family with!

[the end result!]

[ the end result! ]