PAL #3: Symbols and LibraryPresentation Transcript
PAL #3: Symbols and Library
Symbols are reusable assets that can be used for animation, interaction or special effects. You can create multiple instances of a symbol to create a range of objects on screen at any one moment. Remember, that changes made to the original symbol in your project affect all instances of that symbol thereafter.
Flash uses three types of symbols:• Graphic• Button• Movie clip
Graphic: Graphic symbols are the most basic of the three. They can contain graphics, text, imported art or bitmaps. Use graphic symbols to store your artwork in the library or to get graphics ready for animation. Button: These symbols are designed to be used as controls, and they contain multiple states that react to a user’s mouse, including clicks and rollovers. Movie clip: Movie clips can best be described as ‘super-symbols’. They can contain anything, from other symbols to sounds and video. In addition, they have their own independent timelines, so they are capable of storing elaborate animations that can be treated as movies themselves!
You can convert a drawn item to a symbol by right-clicking the highlighted object and choosing ‘Convert to Symbol’. You can then name the object, set its type and its central point. Once converted it’ll appear in your Library, ready for use.
The Library stores all your symbols and keeps them in order. From here you can preview, delete and create new symbols. You can drag and drop new instances directly onto the stage. If you double click on an instance, it will take you into the master symbol editing mode; changes made here will automatically update on all instances of that symbol.
You can adjust various display settings for symbols. Simply go to the properties tab and adjust the necessary options to suit your needs.
There may be times when you need to swap one symbol with another. To do this, highlight the relevant symbol and in the ‘properties’ tab click the button marked ‘swap’. This will open the ‘Swap Symbol’ dialogue box. Choose the symbol to swap and click OK
Right click on a symbol and select ‘Create Motion Tween’ Move the symbol to the new location on the screen; this will automatically create a new keyframe for you and add frames to your animation. You can extend the length of the animation by clicking and dragging the end point. You can alter the trajectory of the movement using your selection and subselection tools.
The length of any tween, by default, will always match the frame rate of your movie. All images must be converted to symbols first. If you attempt to create a motion tween an image that isn’t a symbol, Flash will prompt you to convert the item. Only one symbol or graphic can be tweened at a time. Tween spans can include changes to position, size/scale, colour and filters. However, to morph the shape of an object, you’ll need to use shape tweens
Using the images of the airplane and the runway, create an animation where the plane comes in to land. Upload your completed SWF file to Moodle.