Lesson Notes
Lesson 1
  1. Introduction
  2. Access the Server
  3. Drawing & Painting
Lesson 2
  1. Basic Animation
  2. The Timeline
Timeline Review
  1. Timeline Review
Lesson 3
  1. Symbols & Library
  2. Shape Tweening
Lesson 4
  1. Animation Review
  2. Break Apart
  3. Distribute to Layers
Lesson 5
  1. Motion Path
  2. Buttons
  3. Intro to Actions
Lesson 6
  1. Setting Up Projects
  2. Project Checklist
  3. Action Scripting Buttons
Lesson 7
Lesson 8
Lesson 9
  1. Animated Buttons
Lesson 10: Walk Cycle
  1. Character Design
  2. Terms Explained
  3. Project Overview
  4. Setting Up
  5. Frame 9 & Animated Guides
  6. Animating The "Bounce"
  7. Legs & Feet
  8. Arms & Finalizing
Lesson 11: Preloader
  1. Simple Preloader
  2. Advanced Preloader
Lesson 12
Lesson 13
Lesson 14
Lesson 15
Lesson 16
Lesson 17
Lesson 18
Lesson 3: Pt. 1
| Pt. 1 | Pt. 2 |
Symbols, Instances, and the Library
Flash: Interactive Web Animation
Excerpted and modified from the Macromedia MX Flash Help File



A symbol is a graphic, button, or movie clip that you create once in Macromedia Flash MX and can reuse throughout your movie or in other movies. A symbol can include artwork that you import from another application. Any symbol you create automatically becomes part of the library for the current document.

An instance is a copy of a symbol located on the Stage or nested inside another symbol. An instance can be very different from its symbol in color, size, and function. Editing the symbol updates all of its instances, but applying effects to an instance of a symbol updates only that instance.

Using symbols in your movies dramatically reduces file size; saving several instances of a symbol requires less storage space than saving multiple copies of the contents of the symbol. For example, you can reduce the file size of your movies if you convert static graphics such as background images into symbols that you then reuse. Using symbols can also speed movie playback, because a symbol needs to be downloaded to the Flash Player only once.

Types of symbol behavior

Each symbol has a unique Timeline and Stage, complete with layers. When you create a symbol you choose the symbol type, depending on how you want to use the symbol in the movie.

Use graphic symbols for static images and to create reusable pieces of animation that are tied to the Timeline of the main movie. Graphic symbols operate in sync with the movie's Timeline. Interactive controls and sounds won't work in a graphic symbol's animation sequence.

Use button symbols to create interactive buttons in the movie that respond to mouse clicks, rollovers or other actions. You define the graphics associated with various button states, and then assign actions to a button instance.

Use movie clip symbols to create reusable pieces of animation. Movie clips have their own multiframe Timeline that plays independent of the main movie's Timeline—think of them as mini-movies inside a main movie that can contain interactive controls, sounds, and even other movie clip instances. You can also place movie clip instances inside the Timeline of a button symbol to create animated buttons.


Lesson 3: Pt. 1
| Pt. 1 | Pt. 2 |