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.. If you have several instances of a symsym-bo
Trang 1An 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 origi-nal 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 sym-bol in the form you created If you have several instances of a symsym-bol
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
Creating Instances
Place Instances on the Stage
Open or expand the Library panel
TIMESAVER Press F11 or
A+L (Mac) or Ctrl+L (Win) to
quickly open and close the Library
panel
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
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Filled keyframe indicates instance is placed on the Stage.
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Instance of the symbol on the Stage
Trang 2Edit Master Symbols
Double-click any instance of a
symbol you want to edit
Make changes to the symbol
artwork or animation
Click the Back button or Scene
name on the Edit bar to return to
the main Timeline
All of the instances reflect these
changes
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All other instances update with new changes.
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Trang 3Symbols 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
Changing Symbol and
Instance Type
Change a Symbol's Behavior
Open or expand the Library panel
Select the symbol from the list
Click the Properties button at the
bottom of the Library window to
open the Symbol Properties dialog
box
Select a different symbol type
option
Click OK.
The symbol displays a new
behavior All subsequent instances
will default to this behavior
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Symbol begins
as a movie clip.
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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
sym-bol'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
Trang 4Change the Symbol Behavior of
an Instance
If necessary, open the Property
Inspector
Select the instance on the Stage
Click the Symbol list arrow in the
Property Inspector, and then
select another behavior: Movie
Clip, Button, or Graphic.
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Symbol options for instances
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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
sym-bols to behave as movie clips, movie
clips to behave like buttons, etc
Trang 5Symbols 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 cho-sen 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 dupli-cate and swap that symbol in the Swap dialog box Essentially you cre-ate a new master symbol linked to your instance that is no longer related to the original master symbol and all its instances
Swapping Symbol
Instances
Swap Instances
If necessary, open the Property
Inspector
Select the instance on the Stage
Click Swap in the Property
Inspector to open the Swap
Symbol dialog box
TIMESAVER Control+click
(Mac) or right-click (Win) the
instance on the Stage, and then
click Swap Symbol
Click a symbol from the list
Click OK.
The instance is now linked to a
new symbol
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Trang 6Duplicate Symbols During Swap
Select the instance on the Stage
Click Swap in the Property
Inspector
Click the Duplicate Symbol icon in
the bottom left-hand corner of the
dialog box
Enter a new name
Click OK.
The instance is now linked to a
new symbol, copied from the
original master symbol
Click OK.
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New master symbol created
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See Also
See “Breaking Symbols Apart” on
page 155 for information on breaking
symbols apart in symbol editing mode
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