Archive for October, 2007

Free php web host - Flash updates all instances of that symbol in

Saturday, October 27th, 2007

Flash updates all instances of that symbol in the movie. You can change a symbol once and save yourself the time of creating the same change for every instance of that symbol. For that reason, it s worthwhile to make a symbol every time that you want to use a certain shape or group of shapes more than once. You can edit a symbol in three different modes: Edit in Symbol-Editing Mode: Switches you to symbol-editing mode. You see only the symbol. Right-click a selected symbol and choose Edit. Edit in Place: Lets you edit a symbol while still viewing other objects on the Stage. Other objects are dimmed while you edit the symbol. Rightclick a selected symbol and choose Edit in Place. Edit in a New Window: Opens a new window where you can edit your symbol. You see only the symbol. Right-click a selected symbol and choose Edit in New Window. The value of editing in place is that you can see how your change works with the rest of the objects that you have on the Stage. For example, if you want to make your symbol bigger, you may need to make sure that it doesn t obscure some nearby text. If you have lots of stuff on the Stage, however, editing in symbol-editing mode or in a new window can help you focus more easily on the symbol itself. To edit a symbol, follow these steps: 1. Select any instance of the symbol on the Stage. 2. Right-click (Windows) or Control+click (Mac) the instance and choose Edit, Edit in Place, or Edit in New Window. (Choosing Edit puts you into symbol-editing mode.) Flash displays the symbol name above the Timeline. If you choose Edit in Place, other objects are dimmed, as shown in Figure 7-3. This kaleidoscope animation is in the Ch07 folder on the companion Web site at www.dummies.com/go/flash8. 3. Edit the symbol in any way you want. 4. After you finish editing (from Edit or Edit in Place), click the scene name to the left of the symbol name or choose Edit.Edit Document; from a new window, click the Close button. You are now back in your main movie. 152 Part III: Getting Symbolic
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3. Click the Options menu in the upper-right (Web design portfolio)

Friday, October 26th, 2007

3. Click the Options menu in the upper-right corner of the Library window and choose Duplicate. Flash opens the Duplicate Symbol dialog box. 4. In the Name text box, type a name for the duplicate. Select the type of symbol that you want to create if you want a different kind from the original. 5. Click OK to close the dialog box and create the duplicate symbol. Modifying Symbols Flash is a master of flexibility, and sometimes you need to make changes. Of course, you can change symbols after you create them. Here we explain the procedures you need to know. Changing the properties of a symbol You might need to change a symbol s properties. For example, you might create a graphic symbol and then realize that you need it to be a movie clip. Or you might want to change the font used by a font symbol. No problem! To change the properties of a symbol, follow these steps: 1. Choose Window.Library to open the Library. 2. Right-click (Windows) or Control+click (Mac) the symbol s icon (not its name) and choose Properties from the menu. The Symbol Properties dialog box opens. 3. If the symbol is a graphic, button, or movie clip, select the type of symbol that you want from the Behavior list and click OK. If the symbol is a font, change the font or its size or style as you desire and click OK. Look on our companion Web site at www.dummies.com/go/flash8 for ffd_reveal.fla a good example of a short movie with lots of symbols. (The Flash movie is courtesy of Shane Mielke. You can see the full Web site at www.pixelranger.com.) Editing symbols An instance is a copy of a symbol that you insert into your movie. Part of the power of symbols lies in their control over instances. If you edit a symbol, Chapter 7: Heavy Symbolism 151
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Web page design - To convert an animation on the Stage to

Friday, October 26th, 2007

To convert an animation on the Stage to a movie clip symbol, follow these steps: 1. On the layer listing, select all frames in all layers containing the animation by clicking the first layer and pressing Shift while you click the last layer in the group. Alternatively, you can press Ctrl (Windows) or (Mac) and click additional layers. 2. On the Timeline, right-click (Windows) or Control+click (Mac) and choose Copy Frames to copy all the frames of the animation to the Clipboard. Alternatively, you can choose Edit.Timeline.Copy Frames. 3. With no objects selected (click off the Stage to be sure that no objects are selected), choose Insert.New Symbol. The Create New Symbol dialog box opens. 4. In the Name text box, type a name for the movie clip. 5. From the Behavior list, select Movie Clip as the type of symbol. 6. Click OK to close the Create New Symbol dialog box. Flash switches to symbol-editing mode so that you can edit the symbol. 7. Click the first frame of the Timeline to set the start of the movie clip symbol. 8. Choose Edit.Timeline.Paste Frames to paste the animation into the Timeline and create the symbol. 9. To return to the main movie and Timeline, choose Edit.Edit Document. 10. To delete the animation from the main movie (now that you ve saved it in a movie clip), select all layers as you did in Step 1 and choose Edit.Timeline.Remove Frames. You can delete the animation from the main movie because your Library now has a movie clip that contains that animation. When you choose the movie clip in the Library panel, you can click the small Play button to play the animation in the Library panel s window. Creating a symbol by duplicating a symbol One more way to create a graphic, button, or movie symbol is to duplicate an existing symbol. To duplicate a symbol, follow these steps: 1. Open the Library (choose Window.Library). 2. Select the symbol that you want to duplicate. 150 Part III: Getting Symbolic
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the name for a button symbol that will (Web site traffic)

Thursday, October 25th, 2007

the name for a button symbol that will become a Help button on a Web site. 4. From the Behavior list, select the type of symbol that you want to create: graphic, button, or movie clip. 5. Click OK to create the symbol and close the Convert to Symbol dialog box. The objects that you selected become one object, indicated by a single selection border around all the objects. Flash also stores the symbol in the Library. (Chapter 2 explains how to use the Library.) Creating empty symbols Rather than create a symbol from existing objects, you can create an empty symbol and then create the objects for the symbol. If you know in advance that you want to create a symbol, you can use this method. To create an empty symbol, follow these steps: 1. With no objects selected, choose Insert.New Symbol. The Create New Symbol dialog box opens. 2. In the Name text box, type a name for the symbol. 3. From the Behavior list, select the type of symbol you want to create graphic, button, or movie clip and then click OK. Flash switches to symbol-editing mode, which we describe in the section Editing symbols, later in this chapter. 4. Create the objects or animation for the symbol in the same way that you do in regular movie-editing mode. 5. Choose Edit.Edit Document to leave symbol-editing mode and return to your movie. Your new symbol disappears! Don t worry Flash saved the symbol in the Library. To insert an instance of the symbol on the Stage, see the section Inserting instances, later in this chapter. Converting an animation to a movie clip symbol You can create a movie clip symbol by converting regular animation to a movie clip. Use this method when you already have the animation created on the Timeline. Chapter 7: Heavy Symbolism 149
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Space web hosting - Creating Symbols For graphic symbols and button symbols,

Thursday, October 25th, 2007

Creating Symbols For graphic symbols and button symbols, usually you create the objects that you need and then turn them into a symbol. The same is true of movie clips if they are static and you use ActionScript to control them. However, when you use a movie clip as a type of animation, you either create an animation on the Stage and then convert it to a movie clip symbol; or create the movie clip symbol, create the initial objects, and then create the animation. In the next few sections, we explain the various ways of creating symbols, for whichever purpose you want to use them. Each type of symbol has its own icon that s used in the Library. The following table shows what type of symbol each icon represents: Symbol What It Represents Movie clip Button Graphic Creating symbols from existing objects To create a symbol from unanimated objects you ve already created, follow these steps: 1. On the Stage, select the objects that you want to convert to a symbol. 2. Choose Modify.Convert to Symbol or press F8. The Convert to Symbol dialog box opens, as shown in Figure 7-2. 3. In the Name text box, type a name for the symbol. A common convention is to name the symbol in a way that s unique and also indicates the symbol type. For example, help_btn could be Figure 7-2: The Convert to Symbol dialog box. 148 Part III: Getting Symbolic
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Using movie clip symbols A movie clip is (Photo web hosting)

Wednesday, October 24th, 2007

Using movie clip symbols A movie clip is like a movie within your movie that you can manipulate by using interactive controls (created with ActionScript, which you can read about in Chapter 10). Movie clips are crucial for complex animation and especially interactive animation. A movie clip has its own Timeline independent of the movie s main Timeline. For example, you can go to a movie clip at any point in the movie, play it, and then return to where you left off on the Timeline. You can also attach movie clips to buttons. We explain how to create movie clips in this chapter; Chapter 8 discusses using movie clips with buttons. Chapter 9 covers using movie clips in animation, and Chapter 10 explains how to use and control movie clips by using interactive controls. Flash comes with several components, which are special movie clips that allow you to add user interface elements such as radio buttons, check boxes, and scroll bars to your movies. Choose Window.Components and drag one of your choices to the Stage. Then choose Window.Component Inspector to set the parameters of the component. For example, you can insert a list box and then add all the items (called labels on the Component Parameters panel) that you want on the list. For more information on components, see Chapter 12. Using button symbols Button symbols create buttons those little graphics that you click on Web pages to take you to other pages on the site or the Internet. In Flash, you can use buttons in the same way, but you can also use buttons to interact with your site. For example, you can let viewers decide whether they want to see a movie when they click the button, the movie starts. You can also use advanced scripting to create buttons that control interactive games and other viewer activities. However you want to use buttons, button symbols are the way to start. You can add movie clips and interactive controls to buttons. Find out all about buttons in Chapter 8. Using font symbols A font symbol exports a font for use in multiple Flash movies. This is great whenever you use the same font in more than one Flash movie on a Web site: Your audience needs to download the font information only once instead of every time for every single Flash movie. This makes your Flash movies smaller and the user s loading time faster. We show you how to use font symbols in Chapter 12. Chapter 7: Heavy Symbolism 147
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Using graphic symbols (Cheapest web hosting) Graphic symbols are the simplest

Wednesday, October 24th, 2007

Using graphic symbols Graphic symbols are the simplest and most obvious type of symbol. When you create a Flash movie, you create objects on the Stage. Some objects may remain still, such as backgrounds. You animate other objects after all, what would Flash be without animation? Use graphic symbols for collections of static objects or for simple animation. Figure 7-1 shows a graphic symbol created from several curves and circles. You create graphic symbols to reduce the size of your file and to make it easier to add multiple copies of a graphic to your movie. Symbols are stored in the Library and are available to not only the movie in which you created them but also any other movie. Therefore, using symbols is a good way to store graphic images for use in Flash movies. You don t have to re-create the wheel. Flash ignores sounds and ActionScript inside graphic symbols. ActionScript code (which we explain in detail in Chapter 10) is the key to creating interactive movies. For that reason, use graphic symbols only when the animation is simple. Figure 7-1: A graphic symbol, created from several objects, has a single selection border. 146 Part III: Getting Symbolic
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Chapter 7 Heavy Symbolism In This Chapter (Remote web server)

Wednesday, October 24th, 2007

Chapter 7 Heavy Symbolism In This Chapter Exploring types of symbols Making symbols Creating instances Flash offers a way to simplify your work, called symbols. A symbol can be any object or combination of objects, animation, or a Web button. When you create a symbol, the objects (or animation) become one object. Sounds like grouping, yes? (If you ve already read Chapter 4, you know what we mean.) The difference is that Flash stores the definition of the symbol in the Library. From the Library, you can now effortlessly insert multiple copies of the symbol into your movie. Each copy is called an instance. Besides making your life easier when you want to use a set of objects more than once, symbols have another advantage: They significantly reduce the size of your files. Rather than store each instance that you use, Flash stores one definition for the symbol and refers to that definition each time that you display an instance of the symbol. You can place symbols inside other symbols, which is called nesting. Used this way, symbols are the building blocks for complex graphics and animation. Motion-tweened animation requires symbols, groups, or text, so you often create symbols when preparing to animate. (Chapter 9 explains tweened animation.) So, symbols are all-around good guys, and you should use them as much as possible. Understanding Symbol Types Flash offers four types of symbols: graphic, movie clip, button, and font. Each type is made up of a group of objects or animation, but each type has a different purpose. Understanding these types is very important to understanding symbols and Flash animation in general.
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Kids web site - In this part . . . Symbols can

Tuesday, October 23rd, 2007

In this part . . . Symbols can show you the deeper levels of life, and Flash symbols let you get down deep into the mechanics of animation. In this part, you discover the three kinds of symbols graphic, button, and movie clip symbols and how to use them. Manipulating symbols is a critical feature of Flash. Symbols enable you to easily place duplicate graphics in your movie without significantly increasing the movie s size, and you use symbols when you start to animate. This part of the book also gives you the lowdown on buttons, which are central to the Web lifestyle in the 21st century. Flash lets you create buttons that change when you pass the mouse cursor over them and again when you click them. You can even make animated buttons. Part III provides you with the basis for creating great animations.
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Part III Getting Symbolic (My web site)

Tuesday, October 23rd, 2007

Part III Getting Symbolic
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