4. Working with Groups, Symbols, and Instances

Introduction

All vector objects are editable. As the complexity of your document increases, you can protect artwork from being inadvertently changed by storing it in special modes called groups and symbols. Groups provide a quick way to seal a shape by storing it in a bounding box that can only be edited by entering a group editing mode. Groups are created on the Stage and are not stored anywhere else. For items that are more global to your movie, you can convert them into symbols. The basis for interactivity and animation in Flash resides in its use of these reusable objects.

You can create artwork and then save that artwork as a symbol that is stored in the Library of your Flash document. Symbols are an efficient way to build your movies because you can reuse these assets as instances on the Timeline, and Flash will only store it in your file once. Apply ActionScript to control a movie clip symbol instance and to add interactivity, place art inside of button symbols to create hit states, or apply a variety of transparency and color effects to instances on the Stage. The Library stores all of the reusable art and objects in your movie including symbols, sounds, video clips, bitmaps, and components. It can be organized and sorted for easy access to your movie’s assets. A Library can also be shared with other Flash documents.

Creating Groups

When you group artwork on the Stage, you prevent it from interacting with other artwork on the same layer. Grouping essentially stores the artwork in a bounding box that can only be edited by entering a special group editing mode, which you can easily do by double-clicking the group. For example, if you draw a shape over another shape on the same layer, the strokes and fills of the second shape will cut through or replace the strokes and fills of the shape directly beneath it. Grouping your artwork prevents this from happening. You can also use grouping to combine several shapes into one group so you can manipulate them simultaneously. You can ungroup artwork or objects that have been grouped by using the ungroup option or by breaking them apart. Doing so removes the bounding box and the artwork can be freely edited.

Group Artwork on the Same Layer

Group Artwork on the Same Layer Select the artwork on the Stage that you want to group with any of Flash’s selection tools or methods.

Group Artwork on the Same Layer

Group Artwork on the Same Layer Click the Modify menu, and then click Group.

Group Artwork on the Same Layer

Timesaver

Press Timesaver+G (Mac) or Ctrl+G (Win) to quickly group selected objects or artwork.

Ungroup Artwork

Ungroup Artwork Select the artwork on the Stage that you want to ungroup.

Ungroup Artwork

Ungroup Artwork Click the Modify menu, and then click Ungroup.

Ungroup Artwork

Timesaver

Press Shift+ Timesaver+G (Mac) or Shift+Ctrl+G (Win) to quickly ungroup selected objects or artwork.

See Also

See “Breaking Symbols Apart” on page 155 for information on taking apart elements.

Arranging Multiple Groups

When objects are grouped they appear on top of shapes that aren’t grouped on the same layer. Each subsequent group that is created will appear on top of the last. This is called the stacking order. Flash allows you to change this order with the Arrange command. You can send a group or symbol to the bottom of this stack or bring one at the bottom to the top. Additionally, you can change the order incrementally.

Change the Stacking Order

Change the Stacking Order Select the group whose stacking order you want to change.

Change the Stacking Order
Change the Stacking Order

Change the Stacking Order Click the Modify menu, point to Arrange, and then click:

Bring To Front. The selected object is brought to the top of the stack.

Timesaver

Press Option+Shift+Up (Mac) or Ctrl+Shift+Up (Win).

Bring Forward. The selected object is brought up one level in the stacking order.

Timesaver

Press Timesaver (Mac) or Ctrl+Up (Win).

Send Backward. The selected object is brought down one level in the stacking order.

Timesaver

Press Timesaver (Mac) or Ctrl+Down (Win).

Send To Back. The selected object is brought to the bottom of the stack.

Timesaver

Press Option+Shift+Down (Mac) or Ctrl+Shift+Down (Win).

Timesaver

Opening the Library Panel

The Library panel is where all of the reusable assets in your Flash movie are stored. An asset is any artwork or object you have made into symbols, such as fonts, graphic symbols, movie clips, and buttons. Flash also stores bitmaps, sounds, video clips, and components in the Library. You can also open libraries from other Flash files to quickly transfer assets from one project to another. In Flash, you can use a single Library panel to view the library items of multiple Flash files at the same time.

Open the Library

Open the Library Click the Window menu, and then click Library.

Open the Library

Timesaver

Press Timesaver+L (Mac) or Ctrl+L (Win) to open the Library panel.

Timesaver Click the Document popup, and then select a library from a currently opened document.

Timesaver

Timesaver If you want one library selected regardless of what document is active, simply select the library from the Document popup menu, and click the Pin button.

Open Other Libraries

Open Other Libraries Click the File menu, point to Import, and then click Open External Library.

Timesaver

Press Timesaver+Shift+O (Mac) or Ctrl+Shift+O (Win) to open the Open As Library dialog box.

Timesaver Navigate to the drive or folder where the Flash movie containing the Library is located.

Timesaver

Timesaver Select the library file.

Timesaver Click Open.

Timesaver

The Library appears docked underneath the Library of the active project.

Did You Know?

You can use sample common libraries included with Flash and create your own. To use a common library, click the Window menu, point to Common Libraries, select the library type you want from the submenu, and then drag items from the library to your document. To create a common library, create a Flash file (.fla) with a library containing the symbols you want, and then save the file to the Libraries folder located in the Flash application folder on your hard disk.

Working with the Library Panel

Working with the Library Panel

FL 2.1

You can organize your Library assets into folders, sort the items, duplicate symbols or change their behavior. You can sort items (New!) by name, type, date, use count, or ActionScript linkage identifier. If you have a long list of items in your Library, you can search (New!) for the ones you want. The improved Library panel also allows you to set properties on most multiple Library items at once (New!).

Organize Items in the Library Panel

Organize Items in the Library Panel Click the Window menu, and then click Library.

Organize Items in the Library Panel

Organize Items in the Library Panel Use any of the following options to organize items in the Library panel:

Search. Click in the Search box, start to type the name of the item you want to find. As you type, the list of Library items narrows to display the items that match what you typed.

Click X in the Search box to display all the items in the Library panel.

Sort. Click the name header to sort the Library items from A-Z or Z-A.

New Folder. Click the New Folder button, type a name, and then press Enter (Win) or Return (Mac).

Use Folders. Select a Library item from the list and drag it to the folder where you want to store it. Click the triangle to expand/collapse the folder.

Delete Item. Select the items you want to delete, and then click the Delete button.

Rename Item. Double-click the item you want to rename, type a new name, and then press Enter (Win) or Return (Mac).

Access Library Options

Access Library Options Click the Options menu on the Library panel.

Access Library Options
Access Library Options

A menu of options for adding, deleting, organizing, and configuring Library items appears, such as:

New Font. Create a font symbol to embed a font in a movie.

New Symbol. Create a symbol.

Duplicate. Make a copy of the selected items.

Edit or Edit With. Edit items in a library. Select the item first.

Linkage. Define properties to share library assets for runtime or author development time.

Change Library Item Properties

Change Library Item Properties Click the Window menu, and then click Library.

Change Library Item Properties Select the Library items you want to change.

Change Library Item Properties

To select multiple items, hold down Ctrl (Win) or Change Library Item Properties (Win), and the click the items you want to select.

Change Library Item Properties Click the Properties button.

Change Library Item Properties Make the changes you want for the Library items.

Change Library Item Properties

Change Library Item Properties Click OK.

Creating Symbols

Creating Symbols

FL 2.7

Using symbols is an efficient way to add artwork or elements to your Flash movie. When you create a symbol, it is stored in the Library where it can be reused as an instance in the Timeline. You can turn graphics or animations you’ve made into symbols or create a new one from scratch. There are three default symbol types you can choose from: graphic, movie clips, and buttons. How you use the symbol will determine which of these three types to use. Symbols have their own discrete Timelines. Think of a symbol as a package containing artwork that you can open and close. You enter a symbol editing mode to make changes and when you leave this mode the artwork is protected.

Create New Symbols

Create New Symbols Click the Insert menu, and then click New Symbol.

Timesaver

Press Timesaver+F8 (Mac) or Ctrl+F8 (Win) to create a new symbol.

Timesaver Type a name for the symbol.

Timesaver

Timesaver Select a symbol type option.

Timesaver Click OK.

Flash enters a special Symbol editing mode.

Timesaver Create or insert a symbol item, and then click the Back button.

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Convert Existing Artwork into Symbols

Convert Existing Artwork into Symbols Select the artwork on the Stage you want to make into a symbol.

Convert Existing Artwork into Symbols

Convert Existing Artwork into Symbols Click the Modify menu, and then click Convert To Symbol.

Timesaver

Press F8 to convert the artwork into a symbol.

Timesaver Type a name for the symbol.

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Timesaver Select a symbol type option.

Timesaver Select a registration point.

Timesaver Click OK.

Symbol appears in the Library.

Convert Animations into Symbols

Convert Animations into Symbols In the Timeline, select every frame in the animation that you want to make into a symbol.

Convert Animations into Symbols

Convert Animations into Symbols Click the Edit menu, point to Timeline, and then click Copy Frames.

Timesaver

Press Option+ Timesaver+C (Mac) or Ctrl+Alt+C (Win) to copy frames.

Timesaver Click the Insert menu, and then click New Symbol.

Timesaver Type a name for the symbol.

Timesaver

Timesaver Select a movie clip or graphic symbol.

Timesaver Click OK.

Flash enters a special symbol editing mode.

Timesaver Select the first frame of the Timeline.

Timesaver

Timesaver Click the Edit menu, point to Timeline, and then click Paste Frames.

Timesaver

Press Option+ Timesaver+V (Mac) or Ctrl+Alt+V (Win) to paste frames.

See Also

See “Editing in Symbol Mode” on page 140 for information on editing symbols in symbol editing mode.

Editing in Symbol Mode

When you need to change or modify a symbol, you must enter a special symbol editing mode. Entering this mode allows you to view and edit the symbol’s Timeline. Any changes you make are stored in the Library, and all other instances of the symbol are updated with these changes. You can choose to enter the symbol mode, entirely replacing the view of the main Timeline, or view the symbol in context to the main Timeline. Additionally, you can open the symbol mode in a new window.

Enter Symbol Editing Mode

Enter Symbol Editing Mode Select the symbol you want to modify.

Enter Symbol Editing Mode Click the Edit menu, and then click Edit Symbols.

Enter Symbol Editing Mode

Selecting Edit Symbols centers the symbol based on its registration point in the symbol editing work area. The Timeline is not visible.

Timesaver

Double-click the symbol, or press Timesaver+E (Mac) or Ctrl+E (Win) to enter symbol editing mode.

Timesaver Modify the symbol or its Timeline.

Timesaver

Did You Know?

You can use the Edit Symbols button to access any symbol stored in the Library. When you click the Edit Symbols button in the Edit bar, a list of symbols stored in the Library appears from which you can select.

Exit Symbol Editing Mode

Exit Symbol Editing Mode When you are finished making changes to a symbol, you can return to the main Timeline in several ways:

a. Click the Back button or the Scene name on the Edit bar to return to the parent scene.

b. Click the Edit Scene button on the Edit bar, and then click another Scene name.

c. Click the Edit menu, and then click Edit Document to return to the main Timeline.

d. Press Exit Symbol Editing Mode+E (Mac) or Ctrl+E (Win).

Exit Symbol Editing Mode
Exit Symbol Editing Mode

Creating Instances

An instance is a copy of a symbol. When you use a symbol in your Timeline you are using an instance of it. You can animate an instance of a symbol and apply a variety of effects to it without affecting the original symbol in the Library. You can also use multiple instances of the same symbol. When you change the properties of an instance in the Timeline, you are only applying these changes to that copy, or instance, of the symbol. In this way, you keep the file size down because Flash only keeps track of the changes you’ve made while preserving the symbol in the form you created. If you have several instances of a symbol in your movie and you want to edit the artwork, you can make changes to the master symbol. When you do this, all of the instances of that symbol will be updated with these changes.

Place Instances on the Stage

Place Instances on the Stage Open or expand the Library panel.

Place Instances on the Stage

Timesaver

Press F11 or Timesaver+L (Mac) or Ctrl+L (Win) to quickly open and close the Library panel.

Timesaver Select the symbol from the list of assets and drag it to the Stage to create an instance of that symbol.

Timesaver

Drag the preview image of a symbol selected in the Library item list to create an instance of that symbol on the Stage.

Edit Master Symbols

Edit Master Symbols Double-click any instance of a symbol you want to edit.

Edit Master Symbols Make changes to the symbol artwork or animation.

Edit Master Symbols
Edit Master Symbols

Edit Master Symbols Click the Back button or Scene name on the Edit bar to return to the main Timeline.

All of the instances reflect these changes.

Changing Symbol and Instance Type

Symbols have three specific types that are set when you first create the symbol: graphic, movie clip, and button. You can change these types for a symbol’s instance by selecting it and then selecting a new type option in the Property Inspector. Do this when you need the instance to display a behavior different than its parent symbol. Alternately, you can change the behavior of the parent symbol itself in the Library. All subsequent instances that you create from this symbol will exhibit the new behavior.

Change a Symbol’s Behavior

Change a Symbol’s Behavior Open or expand the Library panel.

Change a Symbol’s Behavior

Change a Symbol’s Behavior Select the symbol from the list.

Change a Symbol’s Behavior Click the Properties button at the bottom of the Library window to open the Symbol Properties dialog box.

Change a Symbol’s Behavior Select a different symbol type option.

Change a Symbol’s Behavior

Change a Symbol’s Behavior Click OK.

The symbol displays a new behavior. All subsequent instances will default to this behavior.

Change a Symbol’s Behavior

Did You Know?

If you are already using instances of a symbol in your movie, they will not be affected by a change in behavior. Flash allows you to change the types of instances separately from your symbol’s default behavior. To update the instance to a new symbol, select it on the Stage, and then change the type in the Property Inspector.

See Also

See “Breaking Symbols Apart” on page 155 for information on taking apart elements.

Change the Symbol Behavior of an Instance

Change the Symbol Behavior of an Instance If necessary, open the Property Inspector.

Change the Symbol Behavior of an Instance Select the instance on the Stage.

Change the Symbol Behavior of an Instance

Change the Symbol Behavior of an Instance Click the Symbol popup in the Property Inspector, and then select another behavior: Movie Clip, Button, or Graphic.

Change the Symbol Behavior of an Instance
Change the Symbol Behavior of an Instance

Did You Know?

You can use a method to change the symbol behavior of any instance. Select from any of the three options: graphic symbol, button, or movie clip. In this way, you can get graphic symbols to behave as movie clips, movie clips to behave like buttons, etc.

Swapping Symbol Instances

Symbols are used in the Timeline as instances. If you apply motion or color effects to an instance, you only affect that instance, not its parent symbol. If you would like to swap the parent symbol for another symbol, while retaining any effects and/or animation that have been applied to the instance, you can use the Swap Symbol feature. All of the effects are preserved but are instead applied to and referencing the new chosen symbol. Alternately, if you are using several instances of a symbol and want to change the content (the master symbol itself) of one of these instances without affecting the other instances, you can duplicate and swap that symbol in the Swap dialog box. Essentially you create a new master symbol linked to your instance that is no longer related to the original master symbol and all its instances.

Swap Instances

Swap Instances If necessary, open the Property Inspector.

Swap Instances Select the instance on the Stage.

Swap Instances Click Swap in the Property Inspector to open the Swap Symbol dialog box.

Swap Instances

Timesaver

Control+click (Mac) or right-click (Win) the instance on the Stage, and then click Swap Symbol.

Timesaver Click a symbol from the list.

Timesaver

Timesaver Click OK.

The instance is now linked to a new symbol.

Duplicate Symbols During Swap

Duplicate Symbols During Swap Select the instance on the Stage.

Duplicate Symbols During Swap Click Swap in the Property Inspector.

Duplicate Symbols During Swap

Duplicate Symbols During Swap Click the Duplicate Symbol icon in the bottom left-hand corner of the dialog box.

Duplicate Symbols During Swap

Duplicate Symbols During Swap Enter a new name.

Duplicate Symbols During Swap

Duplicate Symbols During Swap Click OK.

The instance is now linked to a new symbol, copied from the original master symbol.

Duplicate Symbols During Swap Click OK.

Duplicate Symbols During Swap

See Also

See “Breaking Symbols Apart” on page 155 for information on breaking symbols apart in symbol editing mode.

Using Graphic Symbols

Graphic symbols can be used for static images and for animations that are in sync with the main Timeline. There are three instance options available to them: Loop, Play Once, and Single Frame. Set the instance to Loop if you want the symbol’s Timeline to play continuously. Play Once plays the Timeline of a graphic symbol once and then stops. Single frame sets the instance to display as a single frame contained in the graphic symbol’s Timeline. Unlike movie clip symbols, an animation contained in a graphic symbol can be seen in the main Timeline without having to export the Flash movie. However, any ActionScript and sounds that have been included in a graphic symbol’s Timeline will not work.

Create a Graphic Symbol

Create a Graphic Symbol Click the Insert menu, and then click New Symbol.

Timesaver

Press Timesaver+F8 (Mac) or Ctrl+F8 (Win) to create a new symbol.

Timesaver Type in a name for the symbol.

Timesaver

Timesaver Click the Type popup, and then click Graphic.

Timesaver Click OK.

Flash enters a symbol editing mode that contains an empty Timeline for that symbol.

Did You Know?

Graphic symbol animations are synced up to the main Timeline.For example, if the animation in the graphic symbol spans 10 frames, the instance in the main Timeline must also span 10 frames if the entire animation is to be seen.

Change the Options for Graphic Symbol Instances

Change the Options for Graphic Symbol Instances Select a graphic symbol instance on the Stage.

Change the Options for Graphic Symbol Instances Click the popup in the Property Inspector, and then select from the following graphic options:

Loop. The Timeline in the graphic symbol will loop continuously.

Play Once. The Timeline in the graphic symbol will play once and stop. If there is no animation in the symbol or if there is only artwork on one frame, it will be treated as a static graphic.

Single Frame. Sets the instance to a single frame in the Timeline of the master symbol. When this is selected, the graphic symbol is treated as a static graphic.

Single Frame.
Single Frame.

Using Button Symbols

Use buttons to add interactivity to your movie. Button symbols have their own four-frame Timeline. The first three frames define the states of the button: up, over, and down. The first frame is the Up state, which is the appearance of the button when in its normal, non-active state. The second frame is the Over state, which is triggered when the user places their mouse over the button. The third frame is the Down state, which appears when the user presses the button with their mouse. The fourth frame—which is invisible outside of the symbol editing mode—defines the active area. This is the area that the user must place their mouse over to activate the other states of the button. You can assign actions, such as sound or animation, to instances of buttons that tell Flash what to do when the button is clicked.

Create a Button

Create a Button Click the Insert menu, and then click New Symbol.

Timesaver

Press Timesaver+F8 (Mac) or Ctrl+F8 (Win) to create a new symbol.

Timesaver Type in a name for the symbol.

Timesaver

Timesaver Click the Type popup, and then click Button.

Timesaver Click OK.

Timesaver Place artwork in the keyframe of the first frame.

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This represents the button’s Up state, its normal, inactive state.

Timesaver Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the second frame (the Over state).

Timesaver

Press F6 to quickly add a keyframe and press F7 to add a blank keyframe.

Timesaver Change the artwork or add new artwork in this frame.

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Timesaver Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the third frame (the Down state).

Timesaver Alter the artwork or add new artwork in this frame.

Timesaver Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the fourth frame (the active area).

Timesaver Add a simple graphic (a rectangle or oval, for example) to define the active area.

Timesaver To assign a sound to a state of the button, select the state’s frame in the Timeline, open the Property Inspector, and then:

a. Select a sound from the Sound popup menu.

b. Select an event from the Synchronization popup menu.

Timesaver Click the Control menu, and then click Test Movie to test your button by exporting the movie.

Timesaver

Press Timesaver+Return (Mac) or Ctrl+Enter (Win) to test your button.

See Also

See “Enabling and Disabling Buttons” on page 152 for information on turning buttons on and off.

Enabling and Disabling Buttons

Flash allows you to test your buttons within the development environment without having to export the movie. You can test the behavior of simple buttons by toggling the Enable Simple Buttons feature on and off. When buttons are enabled, you can’t select them or enter their symbol editing mode normally. Disable this feature if you need to enter the symbol mode. You can quickly see how the different states of your button behave without having to export the whole flash movie. Any ActionScript applied to the button will be ignored.

Enable and Disable Buttons

Enable and Disable Buttons Place a button on the Stage.

Enable and Disable Buttons Click the Control menu, and then click Enable Simple Buttons to enable the button.

Enable and Disable Buttons

Timesaver

Press Ctrl+Alt+B (Win) or Option+ Timesaver+B (Mac) to toggle the enabling and disabling of simple buttons.

Timesaver Place the mouse over the button to test the Over state.

Timesaver
Timesaver

Timesaver Press down on the button to test the Down state.

Timesaver

Timesaver To disable the button, click the Control menu, and then click Disable Simple Buttons.

Did You Know?

Regardless of whether buttons are enabled or disabled, they will be functional when you export your movie. The Enable Simple Buttons command is only relevant to the Flash development environment.

See Also

See “Using Button Symbols” on page 150-151 for information on creating a button.

Creating Invisible Buttons

Buttons do not require graphics to be placed in the hit state frames (the first three frames). As long as the active area contains a shape, the button will be invisible but will be functional and ActionScript can be applied to it. The active area is the fourth frame in the button symbol Timeline. An instance of an invisible button appears as a transparent blue shape in the main Timeline, but it will not be visible in the exported movie.

Create an Invisible Button

Create an Invisible Button Click the Insert menu, and then click New Symbol.

Timesaver

Press Timesaver+F8 (Mac) or Ctrl+F8 (Win) to create a new symbol.

Timesaver Click the Type popup, and then click Button.

Timesaver

Timesaver Click OK.

Timesaver Click the Insert menu, point to Timeline, and then click Keyframe to add a keyframe in the fourth frame (the active area).

Timesaver

Timesaver

Press F6 to create a keyframe.

Timesaver Add a simple graphic (a rectangle or oval, for example) to define the active area.

Timesaver Make sure the first three frames remain empty.

Timesaver Return to the main Timeline.

Timesaver Drag the invisible button from the Library to the Stage.

Timesaver

Invisible buttons appear as transparent blue shapes but are invisible in the final export.

Using Movie Clip Symbols

Movie clip symbols operate independently on the main Timeline. When you want an animation to loop on a single frame in the Timeline, you can store this animation in the Timeline of a movie clip that will sit on this frame. Movie clip instances can have actions applied to them and can be controlled from anywhere in the Flash movie through ActionScript. They can contain animations, interactive controls, sounds, and even other movie clips. Unlike graphic symbols, you can only see the first frame of the movie clip in the main Timeline. Export your movie to see the movie clip play.

Create and View Movie Clips Symbols

Create and View Movie Clips Symbols Click the Insert menu, and then click New Symbol.

Create and View Movie Clips Symbols Click the Type popup, and then click Movie Clip.

Create and View Movie Clips Symbols

Create and View Movie Clips Symbols Click OK.

Create and View Movie Clips Symbols Add your content to the Movie Clip Timeline.

Create and View Movie Clips Symbols Return to the main Timeline by clicking the Back button or the Scene name on the Edit bar.

Create and View Movie Clips Symbols

Create and View Movie Clips Symbols Drag the movie clip symbol to the Stage from the Library.

Create and View Movie Clips Symbols To change movie clip properties, select the clip on the Stage, and then change options in the Property Inspector.

Symbol. Movie Clip, Graphic, or Button

X and Y position

Width and Height

Color. Brightness, Tint, Alpha, and Advanced

Create and View Movie Clips Symbols Click the Control menu, and then click Test Movie to test the movie clip symbol by exporting the movie.

Timesaver

Press Timesaver+Return (Mac) or Ctrl+Enter (Win) to quickly test your movie.

Breaking Symbols Apart

Sometimes you’ll need to break a symbol instance so that it is no longer linked to the master symbol. You might do this if you want to add something to the symbol without affecting the other instances. In this way, the content inside the symbol will become a simple graphic that you can adjust without affecting the master symbol you made it from or any of its instances.

Break an Instance

Break an Instance Select an instance on the Stage you would like to break.

Break an Instance

Break an Instance Click the Modify menu, and then click Break Apart.

Timesaver

Press Timesaver+B (Mac) or Ctrl+B (Win) to quickly break apart a symbol.

See Also

See “Swapping Symbol Instances” on page 146 for information on swapping symbol instances.

Modifying Instance Properties

You can alter the properties of an instance of a symbol without affecting the master symbol. Any transform applied to an instance can be animated with motion tweening. Flash will gradually draw the frames in between one transform to another. This is how you create movement in Flash. Change the scale of an instance or rotate and skew it. You can perform these functions interactively with the Free Transform tool. You can also add values in the Transform panel, or access additional Transform options in the program’s Modify menu. Distort and Envelope cannot be applied to instances and are disabled on the Tools panel options when the Free Transform tool is selected.

Modify the Scale or Rotation

Modify the Scale or Rotation Select the instance on the Stage.

Modify the Scale or Rotation Click the Free Transform tool on the Tools panel.

Modify the Scale or Rotation
Modify the Scale or Rotation

Timesaver

Press Q to quickly select the Free Transform tool.

Timesaver Click the Scale or Rotate and Skew button in the Options section of the Toolbar.

Timesaver Drag the small handles around the bounding box to change the size of the instance or rotate it.

Timesaver

Did You Know?

You can select multiple instances and change their properties simultaneously. Press Shift+select each instance you would like to alter in tandem. A bounding box will appear around all selected instances.

Use Additional Transform Commands

Use Additional Transform Commands Select the instance on the Stage.

Use Additional Transform Commands Click the Modify menu, point to Transform, and then click one of the following:

Free Transform. Transforms the object freely.

Scale. Constrains the transform to scale.

Rotate And Skew. Constrains the transform to rotate and skew.

Scale And Rotate. Constrains the transform to scale and rotation changes.

Rotate 90° CW. Rotates the selected object 90° clockwise.

Rotate 90° CCW. Rotates the selected object 90° counter-clockwise.

Flip Vertical. Flips the object along a vertical axis.

Flip Horizontal. Flips the object along a horizontal axis.

Remove Transform. Removes any transform effects applied to the selected instance.

Remove Transform.

Did You Know?

Changing the scale or rotation of an instance can also be done in the Transform panel. Simply select the instance, and then access these panels. The Modify menu includes additional transform commands not available anywhere else.

Modifying Instance Color Styles and Blends

You can change the tint, brightness, or transparency of an instance in the Color popup located in the Property Inspector. This feature appears whenever an instance is selected on the Stage. If you would like to add a color to the instance, you can do so by selecting the Tint color style. Choose a color and then choose the amount of color that will be applied. You can adjust the Brightness (that is, how much white or black will be added) of an instance by choosing the Brightness color style. An instance can also be made transparent by altering the Alpha color style. An Alpha of zero will make the instance invisible, though it can still be selected and animated. This is useful when you want an object to fade on or off the Stage. You can also create unique composite image effects by varying color and transparency and applying a blend to two or more overlapping movie clips instances.

Modify the Brightness

Modify the Brightness Select the instance on the Stage.

Modify the Brightness Click the Style popup in the Property Inspector, and then click Brightness.

Modify the Brightness
Modify the Brightness

Modify the Brightness Enter a value between -100 and 100 (-100= no brightness, black; 100= maximum brightness, white).

Timesaver

You can use the slider to the right of the field to interactively change the level of Brightness applied.

Modify the Tint Color

Modify the Tint Color Select the instance on the Stage.

Modify the Tint Color Click the Color popup in the Property Inspector, and then click Tint.

Modify the Tint Color
Modify the Tint Color

Modify the Tint Color Click a color from the color box popup or enter an RGB value in the fields.

Modify the Tint Color Enter a value between 0 and 100 (0= no color, 100= maximum saturation).

Modify the Transparency

Modify the Transparency Select the instance on the Stage.

Modify the Transparency Click the Style popup in the Property Inspector, and then click Alpha.

Modify the Transparency
Modify the Transparency

Modify the Transparency Enter a value between 0 and 100 (0= invisible, 100= fully visible).

Timesaver

You can use the slider to the right of the field to interactively change the level of Alpha applied.

If you need to apply a color style with alpha you must use the Advanced option.

Modify the Blend

Modify the Blend Select the movie instance on the Stage.

Modify the Blend Click the Style popup and adjust the color and transparency.

Modify the Blend

Modify the Blend Click the Blending popup, and then select a blend.

Modify the Blend Position the movie clip with the blend over another symbol.

Modify the Blend

To achieve the effect you want, you will need to experiment with the color and transparency of the movie clip and blend mode.

Did You Know?

A blending mode contains different elements. It contains a blend color, opacity (degree of transparency), base color (pixel colors under blend), and result color.

Using Advanced Color Options

An instance can have only one color style (Brightness, Tint, or Alpha) applied. To apply multiple color styles, you must use the Advanced feature in the Property Inspector’s Color popup menu. This option allows you to change the percentage of Red, Green, or Blue (0% -100%) added or subtracted as well as the constant values of RGB (-255 to +255). Additionally, there is an Alpha scale that can be applied to each of these options. Apply a color, brightness, or alpha style to an instance and then access the Advanced options to make adjustments. The applied color style is preserved. Experiment with this features until you get the effects that you need.

Modify the Color and Transparency Simultaneously

Modify the Color and Transparency Simultaneously Select the instance on the Stage.

Modify the Color and Transparency Simultaneously Click the Style popup in the Property Inspector, and then click Tint, Brightness or Alpha and apply an effect.

Modify the Color and Transparency Simultaneously
Modify the Color and Transparency Simultaneously

Modify the Color and Transparency Simultaneously Click the Style popup again, and then click Advanced.

Modify the Color and Transparency Simultaneously Add or subtract percentages or values of RGB and Alpha.

Did You Know?

You can go directly to the Advanced panel to add color effects without having applied any Brightness, Tint, or Alpha. If you have already chosen one of these options and then enter the Advanced settings, your previous applied effect will be preserved and the sliders in the Advanced Settings window will reflect this change. For example, if you have added a tint of red to your instance, the sliders in the Advanced setting will show that red has been added.

Using 9-Slice Scaling on a Movie Clip Symbol

In previous versions, Flash scales movie clips equally in height and width. For many rectangular movie clips, this method of scaling doesn’t work very well at the corners. In Flash, a method called 9-slice scaling is used. A movie clip is visually divided into nine areas, or slices, with a grid overlay (dotted lines called slide guides). Each area of the grid is scaled separately, except the corners, which provides more accurate results. The slide guides are set at 25% of the symbol’s height and width by default. Before you can scale a movie clip, you need to enable 9-slice scaling. To edit a movie clip, you need to use symbol-editing mode.

Enable 9-Slice Scaling

Enable 9-Slice Scaling Select the movie clip symbol you want in the Library panel.

Enable 9-Slice Scaling Click the Options menu, and then click Properties.

Enable 9-Slice Scaling Click Advanced.

Enable 9-Slice Scaling

Enable 9-Slice Scaling Select the Enable guides for 9-slice scaling check box.

Enable 9-Slice Scaling Click OK.

Scale a Movie Clip Symbol

Scale a Movie Clip Symbol Double-click the movie clip symbol in the Library to enter symbol-editing mode.

Scale a Movie Clip Symbol

Scale a Movie Clip Symbol To see the scaling on the Stage, click the Control menu, and then click Enable Live Preview.

Scale a Movie Clip Symbol Drag the horizontal or vertical guides to scale the symbol.

The new position of the guides provides the new scaling.

Setting Highlight Color Preferences

Flash allows you to set general preferences to customize the highlight, or selection, color of elements in Flash to make them easier to see. In the General category of the Preferences dialog box, you can select different colors for different types of elements, including drawing objects, drawing primitives, groups, symbols, and all other elements. If you don’t want to set individual colors, you can use the layer color for all elements.

Set Highlight Color Preferences

Set Highlight Color Preferences Click the Flash (Mac) or Edit (Win) menu, and then click Preferences.

Set Highlight Color Preferences Click the General category.

Set Highlight Color Preferences

Set Highlight Color Preferences Select the Use Layer Color option to use the current layer’s outline color, or select the option, and then select the color you want for the following elements:

Drawing Objects.

Drawing Primitives.

Groups.

Symbols.

Other Elements.

Set Highlight Color Preferences Click OK.

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