Corel released the R.A.V.E. product as a new component of the DRAW10 suite. It is Corel's much anticipated response to Macromedia's dominating Flash product and Adobe's Flash-compatible Livemotion. Unfortunately version 1 is lacking in a few key areas: the only actions available are open URL, and play sound. This means events that are simple to handle in Flash (like going to a specific frame when a mouse moves over a button) are impossible with R.A.V.E.
If that wasn't enough, R.A.V.E. doesn't seem to make use of symbols to keep final SWF (Flash Player) file sizes down, or at least it doesn't provide you with access to the generated symbol library. If you import a R.A.V.E.-created SWF file into Flash, and then re-export as a SWF, you typically achieve a vastly reduced final SWF.
However, R.A.V.E. does offer the full Vector power of CorelDRAW with a timeline (minus one or two tools) and is far easier to use for first time "Flashers" :). If you can afford both products, or use DRAW to create your original graphics for animating and adding interactivity in Flash, you may still find R.A.V.E. a valuable tool for creating animations and importing the exported SWF into Flash for final export and coding. In this tutorial I will show you one method of getting a R.A.V.E. animation element into a new Flash project.
You will need to have created the original element in Corel R.A.V.E. first. A perfect example is the typewritter effect I demonstrated in a previous tutorial. If you don't want to create the example yourself you can cheat and download the Corel R.A.V.E. CLK file here.
Once you have a satisfactory element opened in Corel R.A.V.E., you need to export it to SWF. Select File | Export... (Ctrl+E) and export to SWF - Macromedia Flash format. You will be prompted with the Flash export settings dialog. It is important that you select the Bounding Box Size to be Objects. Click okay to finish the export.