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Tiêu đề Working with groups, symbols, and instances
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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

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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 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

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Edit 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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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

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

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Change 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

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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 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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Duplicate 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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