Overview
System Requirements
Installing Scooter
Quick Start
Working with Scooter Mover
Working with Scooter Zoomer
Working with Scooter Rotator
Working with Scooter Fader
Reducing the SWF file size
Scooter Tips
Support and Suggestions
Scooter is a tool that makes popular Flash special effects easy: just drag-and-drop. ActionScript is no longer required!
Scooter consists of four Flash MX components:
Scooter Mover
Scooter Zoomer
Scooter Rotator
Scooter Fader
All components share a similar control panel with fun-to-adjust parameters:
TurboEase: for dramatic inertial changes
Bounces: for spring action
Randomness: for jiggles and wandering
Scooter requires Flash MX for authoring. The Flash 5 player (or higher) is required for playback.
1. If not already done, unzip the Scooter.zip file. Macintosh users can unzip files by using the latest version of StuffIt Expander which is available for free at: http://www.stuffit.com
Unzipping should result in these files:| ScooterGuide.pdf | Scooter Users Guide (this text). | |
| ScooterLicense.txt | License agreement for Scooter. | |
| Scooter.mxp | Scooter file for Macromedia Extension Manager installation. | |
| Scooter.fla | Scooter file for manual installation. |
2. If you haven't already, read ScooterLicense.txt.
3. Scooter can be installed by using either the Macromedia Extension Manager, or by manually copying a file to the components folder.
Installing using the Macromedia Extension Manager
The Macromedia Extension Manager is free and can be downloaded here:
http://www.macromedia.com/exchange/flash/
Start the Macromedia Extension Manager by clicking on its icon, or by selecting in Flash:
Help -> Manage Extensions
From the Macromedia Extension Manager:
Select File -> Install Extension -> Scooter.mxp file -> Install
Installing manually
Copy the Scooter.fla file into the Components folder in the location indicated below for your operating system, and then restart Flash MX.
For Windows operating systems:
Windows 2000 or XP: C:\Documents and Settings\user\Application Data\Macromedia\Flash MX\Configuration\Components
Windows 98 or ME: C:\Windows\Application Data\Macromedia\Flash MX\Configuration\Components
Windows NT: Windows directory\profiles\user\Application Data\Macromedia\Flash MX\Configuration\Components
Note: If you cannot find the Configuration\Components folder nested inside the Application Data folder, go to the Folder Options settings for your operating system. Make sure the Hidden files and folders option is set to show hidden files and folders. See your operating system documentation for more information.
For Macintosh operating systems:
Macintosh OS X: Hard Drive/Users/Library/Application Support/Macromedia/FlashMX/Configuration/Components
Macintosh System 9.x, single user: Hard Drive/System folder/Application Support/Macromedia/Flash MX/Configuration/Components
Macintosh System 9.x, multiple users: Hard Drive/Users/user/Documents/Macromedia/FlashMX/Configuration/Components
In Flash MX:
1. Choose Window > Components > Scooter.
2. Drag-and-drop a Scooter component onto an instance to be affected.
3. Adjust the parameters in the control panel.
4. Test by choosing Control > Test Movie, or press Ctrl+Enter (Cmd+Return in Mac).
5. Go to step 3 until satisfied.
To display a Scooter component's control panel, click on the corresponding color square in the Flash workspace.
When the component's control panel is displayed, click on the question mark in the upper-right corner of the Property inspector for a description of the component's parameters.

First column: the effect
Move
"by amount" to move a relative distance from the instance's current location.
"to coordinate" to move the instance's registration point to an absolute coordinate.
X,Y
The amount to move by, or the coordinate to move to, in pixels.
Second column: instance and timing
Instance Name
The effect is applied to this instance. It is set automatically when the component is dropped onto an instance, or it can be entered manually. The instance can be a movie clip, a text field (dynamic or input), or a button.
Frames
The length of the effect.
TurboEase
Similar to Flash's Ease setting when doing a tween, but more dramatic. Negative values will have the effect start slow and then go faster. Positive values will have the effect start fast and then go slower.
Third column: bouncing
Bounces
Total number of times for the effect to bounce. Can be set to 0 for no bouncing.
"around" destination: bounces with the final destination in the middle, similar to a pendulum.
"against" destination: bounces against the final destination, similar to a basketball.
Stiffness
low numbers- flexible, longer bounces
high numbers- rigid, shorter bounces
Fourth column: randomness
X,Y
Maximum distance that the instance is allowed to drift randomly (the perimeter).
Step
Amount of change each frame as it goes toward a random destination within the perimeter. This may be set to 0 for no randomness.
Once a random destination is reached, a new random destination is set within the perimeter.
Despite the randomness, the instance will always be at the correct final destination after the given number of frames (because the perimeter will shrink at the end).
For jitteriness, have a small perimeter. For smooth wandering, have a larger perimeter and smaller steps.
Working with Scooter Zoomer
First column: the effect
W,H
The width and height to zoom to.
Constraint checkbox: keeps the width and height equal.
of "current" size: zoom is based on the size of the instance when the component starts.
of "original" size: zoom is based on the size of the instance when it was authored.
The instance is scaled about its registration point. A negative zoom value will flip the instance across its registration point.
Second column: instance and timing
Instance Name
The effect is applied to this instance. It is set automatically when the component is dropped onto an instance, or it can be entered manually. The instance can be a movie clip, a text field (dynamic or input), or a button.
Frames
The length of the effect.
TurboEase
Similar to Flash's Ease setting when doing a tween, but more dramatic. Negative values will have the effect start slow and then go faster. Positive values will have the effect start fast and then go slower.
Third column: bouncing
Bounces
Total number of times for the effect to bounce. Can be set to 0 for no bouncing.
"around" destination: bounces with the final destination in the middle, similar to a pendulum.
"against" destination: bounces against the final destination, similar to a basketball.
Stiffness
low numbers- flexible, longer bounces
high numbers- rigid, shorter bounces
Fourth column: randomness
W,H
Maximum amount that the width and height is allowed to drift randomly (the perimeter).
Constraint checkbox: keeps the width and height equal when they are being adjusted, and when the component runs.
Step
Amount of change each frame as it goes toward a random destination within the perimeter. This may be set to 0 for no randomness.
Once a random destination is reached, a new random destination is set within the perimeter.
Despite the randomness, the instance will always be at the correct final destination after the given number of frames (because the perimeter will shrink at the end).
For jitteriness, have a small perimeter. For smooth wandering, have a larger perimeter and smaller steps.
Working with Scooter Rotator
First column: the effect
Total Degrees
Amount to rotate around the registration point. To rotate clockwise, enter positive values. To rotate counterclockwise, enter negative values. For more than one rotation, enter a number beyond +/-360.
Second column: instance and timing
Instance Name
The effect is applied to this instance. It is set automatically when the component is dropped onto an instance, or it can be entered manually. The instance can be a movie clip, a text field (dynamic or input), or a button.
Frames
The length of the effect.
TurboEase
Similar to Flash's Ease setting when doing a tween, but more dramatic. Negative values will have the effect start slow and then go faster. Positive values will have the effect start fast and then go slower.
Third column: bouncing
Bounces
Total number of times for the effect to bounce. Can be set to 0 for no bouncing.
"around" destination: bounces with the final destination in the middle, similar to a pendulum.
"against" destination: bounces against the final destination, similar to a basketball.
Stiffness
low numbers- flexible, longer bounces
high numbers- rigid, shorter bounces
Fourth column: randomness
Degrees
Maximum amount that the rotation is allowed to drift randomly (the perimeter).
Step
Amount of change each frame as it goes toward a random destination within the perimeter. This may be set to 0 for no randomness.
Once a random destination is reached, a new random destination is set within the perimeter.
Despite the randomness, the instance will always be at the correct final destination after the given number of frames (because the perimeter will shrink at the end).
For jitteriness, have a small perimeter. For smooth wandering, have a larger perimeter and smaller steps.

First column: the effect
Brightness
Changes the relative lightness or darkness of the instance, measured on a scale from black (-100%) to white (100%). It is the same instance setting as found at Window > Properties > Color > Brightness.
Alpha
Changes the transparency of the instance, from fully transparent (0%) to fully opaque (100%). It is the same instance setting as found at Window > Properties > Color > Alpha.
Second column: instance and timing
Instance Name
The effect is applied to this instance. It is set automatically when the component is dropped onto an instance, or it can be entered manually. The instance can be a movie clip, a text field (dynamic or input), or a button.
Frames
The length of the effect.
TurboEase
Similar to Flash's Ease setting when doing a tween, but more dramatic. Negative values will have the effect start slow and then go faster. Positive values will have the effect start fast and then go slower.
Third column: bouncing
Bounces
Total number of times for the effect to bounce. Can be set to 0 for no bouncing.
"around" destination: bounces with the final destination in the middle, similar to a pendulum.
"against" destination: bounces against the final destination, similar to a basketball.
Stiffness
low numbers- flexible, longer bounces
high numbers- rigid, shorter bounces
Fourth column: randomness
Bright
Maximum amount that the brightness is allowed to drift randomly (the perimeter).
Alpha
Maximum amount that the alpha transparency is allowed to drift randomly (the perimeter).
Step
Amount of change each frame as it goes toward a random destination within the perimeter. This may be set to 0 for no randomness.
Once a random destination is reached, a new random destination is set within the perimeter.
Despite the randomness, the instance will always be at the correct final destination after the given number of frames (because the perimeter will shrink at the end).
For jitteriness, have a small perimeter. For smooth wandering, have a larger perimeter and smaller steps.
Reducing the SWF file size
The Scooter components have been carefully designed to add as few bytes as possible to your published SWF file. The first use of a Scooter component adds roughly 1300-2000 bytes for Flash 5, and about half of that for Flash 6 with compression. Each subsequent use of the same Scooter component adds roughly 300 bytes for Flash 5, but only 12 bytes for Flash 6 with compression.
If there are Scooter features that you are not using, then you can reduce the byte count even more by deleting corresponding layers. First, choose Window > Library > open the Scooter Components folder > double-click on the Scooter component to optimize. You should see 6 layers:
Layer 1. The top layer is copyright and version information and does not add anything to the SWF file.
Layer 2. The "Bounces" layer can be deleted if you never use the bounce feature of this component. This will save a total of about 200 bytes for Flash 5 (90 bytes for Flash 6 compressed), regardless of how many times the component is used.
Layer 3. The "Random Drift" layer can be deleted if you never use the random drift feature of this component. This will save a total of about 700 bytes for Flash 5 (200 bytes for Flash 6 compressed), regardless of how many times the component is used.
Layer 4. The "Stage Icon" layer can be deleted, but the standard empty circle will replace the tiny color square that represents the component on the authoring stage. This will save a total of about 50 bytes for Flash 5 (40 bytes for Flash 6 compressed), regardless of how many times the component is used.
Layer 5. The "Library Icon" is a guide layer and does not add anything to the SWF file.
Layer 6. The "Don't delete!" layer contains core functionality and should not be deleted!
You can do this optimization process for each of the four Scooter components that you might use in your SWF file (Mover, Zoomer, Rotator, Fader).
Any changes will affect all uses of that component in the SWF file. Therefore, if you use a feature even once then you should not delete the corresponding layer.
The component's control panel will still look the same, even if you have disabled some of the features.
Deleting these layers will only affect the components in your current file. The components in the components panel (Window > Components > Scooter) will remain unchanged.
If you drag a component out of the Components Panel after layers have been deleted, then you will get a "Resolve Component Conflict" dialog box where you can decide to either use the existing component (with the deleted layers) or replace the existing component (with a fully functional copy).
If you later want to restore the full functionality of a component:
1. Right-click on the component in the Library.
2. Choose Update.
3. Check the box next to the component's name.
4. Click on the Update button.
5. Click on the Close button.
The component is now fully functional.
To reduce the SWF file size further, note that it is not necessary to name the Scooter Component instances. (But the instances that the components affect should be named.) Instance names slightly increase the SWF file size.
Scooter Tips
Authoring for Flash 5
When authoring for Flash 5, Scooter can be used to affect movie clips but not button or text field instances (this requires the Flash 6 player). However, the buttons and text fields could be placed in a movie clip, which could then be affected by a Scooter component in the Flash 5 player.
Using multiple components
For real power, Scooter is designed so that multiple components can be used on the same instance at the same time. The only exception is that multiple Scooter Fader components should not be used on the same instance at the same time.
Authoring tips
There are many different ways to organize your work in Flash. Here are some things about Scooter that you might want to consider:
Scooter components do not have to remain on top of the instance they affect. They can be moved to another part of the stage, or even off of the stage. Just be sure that you do not drop them onto another instance, which would then be affected by the Scooter component.
Scooter components can be placed in their own layers, separate from the instance they are affecting.
The Flash Movie Explorer can be handy to select components, especially if they get buried on the stage.
It can be helpful to temporarily set the Flash frame rate to 1 fps. You can then see what each frame looks like when you test the movie.
Nonembedded Font differences
Flash will sometimes display unusual results when nonembedded fonts are used. This includes cases when a movie clip has static text that uses a device font, or dynamic/input text without the characters embedded. In these cases, Scooter Zoomer might not work as expected and the Scooter Fader Alpha setting will not work. Possible workarounds include not using device fonts, breaking apart fonts, and embedding fonts if possible.
Automatic instance names
If you drop a component onto an instance that doesn't have a name, then Flash will automatically name it InstanceName_# where #=0, 1, etc. Unfortunately whenever you reopen the FLA file the # will start over at 0. As a result, you could end up with multiple instances named InstanceName_0 and this could cause problems. To avoid this problem, you should name the instances yourself to something more meaningful.
Support and Suggestions
If you have questions or problems with Scooter, let us know! We also welcome your comments or suggestions about Scooter. Contact us at: info@methinks.com