Create instances
After you create a symbol, you can create instances of that symbol throughout your document, including inside other symbols. When you modify the symbol, Flash Professional updates all instances of the symbol.
You can give names to instances from the Property inspector. Use the instance name to refer to an instance in ActionScript. To control instances with ActionScript®, give each instance within a single timeline a unique name. For more information, see Handling events in Learning ActionScript 2.0 in Adobe Flash or Handling events in the ActionScript 3.0 Developer’s Guide.
To specify color effects, assign actions, set the graphic display mode, or change the behavior of new instances, use the Property inspector. The behavior of the instance is the same as the symbol behavior, unless you specify otherwise. Any changes you make affect only the instance and not the symbol.
Create an instance of a symbol
Select a layer in the Timeline. Flash Professional can place instances only in keyframes, always on the current layer. If you don’t select a keyframe, Flash Professional adds the instance to the first keyframe to the left of the current frame.
Note: A keyframe is a frame in which you define a change in the animation. For more information, see Insert frames in the Timeline.Select Window > Library.
Drag the symbol from the library to the Stage.
If you created an instance of a graphic symbol, to add the number of frames that will contain the graphic symbol, select Insert > Timeline > Frame.
Apply a custom name to an instance
Select the instance on the Stage.
Select Window > Properties, and enter a name in the Instance Name box.
Editing instance properties
Each symbol instance has its own properties that are separate from the symbol. You can change the tint, transparency, and brightness of an instance; redefine how the instance behaves (for example, change a graphic to a movie clip); and specify how an animation plays inside a graphic instance. You can also skew, rotate, or scale an instance without affecting the symbol.
In addition, you can name a movie clip or button instance so that you can use ActionScript to change its properties. For more information, see Classes in Learning ActionScript 2.0 in Adobe Flash or Objects and classes in Learning ActionScript 3.0. To edit instance properties, you use the Property inspector (Windows > Properties).
The properties of an instance are saved with it. If you edit a symbol or relink an instance to a different symbol, any instance properties you’ve changed still apply to the instance.
Set the visibilty of an instance (CS5.5 only)
You can make a symbol instance on the Stage invisible by turning off the Visible property. Using the Visible property provides faster rendering performance than setting the symbol’s Alpha property to 0.
The Visible property requires a Player setting of Flash Player 10.2 or later and is only compatible with movie clip, button, and component instances.
Select the instance on the Stage.
In the Display section of the Properties panel, deselect the Visible property.
Change the color and transparency of an instance
Each instance of a symbol can have its own color effect. To set color and transparency options for instances, use the Property inspector. Settings in the Property inspector also affect bitmaps placed in symbols.
When you change the color and transparency for an instance in a specific frame, Flash Professional makes the change as soon as it displays that frame. To make gradual color changes, apply a motion tween. When tweening color, you enter different effect settings in starting and ending keyframes of an instance, and then tween the settings to make the instance’s colors shift over time.
Swap one instance for another
To display a different instance on the Stage and preserve all the original instance properties, such as color effects or button actions, assign a different symbol to an instance.
For example, suppose you’re creating a cartoon with a rat symbol for your character, but decide to change the character to a cat. You could replace the rat symbol with the cat symbol and have the updated character appear in roughly the same location in all your frames.
Assign a different symbol to an instance
Select the instance on the Stage, and select Window > Properties.
Click the Swap button in the Property inspector.
Select a symbol to replace the symbol currently assigned to the instance. To duplicate a selected symbol, click Duplicate Symbol and click OK.
Duplicating lets you base a new symbol on an existing one in the library and minimizes copying if you’re making several symbols that differ slightly.
Replace all instances of a symbol
Drag a symbol with the same name as the symbol you are replacing
from one Library panel into the Library panel of the FLA file you
are editing and click Replace. If you have folders in the library,
the new symbol must be dragged into the same folder as the symbol
you are replacing.
Change an instance’s type
To redefine an instance’s behavior in a Flash Professional application, change its type. For example, if a graphic instance contains animation that you want to play independently of the main Timeline, redefine the graphic instance as a movie clip instance.
- Select the instance on the Stage, and select Window > Properties.
- Select Graphic, Button, or Movie Clip from the menu in the Property inspector.
Set looping for a graphic instance
To determine how animation sequences inside a graphic instance play in your Flash Professional application, set options in the Property inspector.
An animated graphic symbol is tied to the Timeline of the document in which the symbol is placed. In contrast, a movie clip symbol has its own independent Timeline. Animated graphic symbols, because they use the same Timeline as the main document, display their animation in document-editing mode. Movie clip symbols appear as static objects on the Stage and do not appear as animations in the Flash Professional editing environment.
Break apart a symbol instance
To break the link between an instance and a symbol and make the instance into a collection of ungrouped shapes and lines, you break apart the instance. This feature is useful for changing the instance substantially without affecting any other instance. For example, you must break apart an instance before applying a shape tween to it.
Changes to the source symbol for an instance do not affect an instance after it has been broken apart.
- Select the instance on the Stage.
- Select Modify > Break Apart. This action breaks the instance into its component graphic elements.
- To modify these elements, use the painting and drawing tools.
Get information about instances on the Stage
The Property inspector and Info panel display the following information about instances selected on the Stage:
In the Property inspector, view the instance’s behavior and settings—for all instance types, color effect settings, location, and size; for graphics, the loop mode and first frame that contains the graphic; for buttons, the instance name (if assigned) and tracking option; for movie clips, the instance name (if assigned). For location, the Property inspector displays the x and y coordinates of either the symbol’s registration point or the symbol’s upper-left corner, depending on which option is selected in the Info panel.
In the Info panel, view the instance’s size and location; the location of its registration point; its red (R), green (G), blue (B), and alpha (A) values (if the instance has a solid fill); and the location of the pointer. The Info panel also displays the x and y coordinates of either the symbol’s registration point or the symbol’s upper-left corner, depending on which option is selected. To display the coordinates of the registration point, click the center square in the Coordinate grid in the Info panel. To display the coordinates of the upper-left corner, click the upper-left square in the Coordinate grid.
In the Movie Explorer, view the contents of the current document, including instances and symbols.
View any actions assigned to a button or movie clip in the Actions panel.
Get information about an instance
Select the instance on the Stage.
Display the Property inspector (Window > Properties) or panel to use:
To display the Info panel, select Window > Info.
To display the Movie Explorer, select Window > Movie Explorer.
To display the Actions panel, select Window > Actions.
View the symbol definition for the selected symbol in the Movie Explorer
Click the Show Buttons, Movie Clips, and Graphics button at the top of the Movie Explorer.
Right-click (Windows) or Control-click (Macintosh), and select Show Symbol Instances and Go To Symbol Definition; or select these options from the menu in the upper-right corner of the Movie Explorer.
Jump to the scene containing instances of a selected symbol
Display the symbol definitions.
Right-click (Windows) or Control-click (Macintosh), and select Show Movie Elements and Go To Symbol Definition; or select these options from the menu in the upper-right corner of the Movie Explorer.
