Professional :: Animate An Instance Of The Symbol?
Oct 30, 2010
Are symbols only supposed to be used when you need 100% exact copies of an object? So if you need to animate an instance of the symbol you can't use the symbol? Is that correct?
Recently I've been working on a slideshow built in Flash CS5. This slideshow features pictures that are displayed when a thumbnail image is pressed down on my the user. I thought it might be nice to have an animated background image. Upon adding it, I discovered that the motion tween is unfortunately governed by the actions panel with code already applied
that symbols dramatically reduce the document file size. But, what if only one instance of a graphic symbol is to be used? Can I just use pure bitmap graphics from the library and not symbols in that case?
This is a very basic question. I'm rather new. Just wondering how one creates and manipulates dynamic objects, when they were designed in the library- not dynamically.
I want to make symbols in the library (linked to classes) and then dynamically create them and manipulate them in the actionscript code. But when I create them in the code, any instance names of sub-symbols cannot be referenced...
The instance name is "instance244" and not "leaf_text" which I set under [properties>instance name]
1. When I make a symbol, I find the reference point always appear on the upper left corner, is there a way I can change the position of that?(besides use javascript?)
2. When I make a animated graphic Symbol, I drag into scene, it always repeat itself so I have to change the instance property to non-loop. Is there a preference which I can preset all the instance to non-loop?
3. if I make 2 animation character in 2 different flash file, how can I combine the 2 files but still keep the layer and key for each character?
I have a project in Flash Professional CS5 and ActionScript 3.
I have a movieclip symbol (referred herein as "background" with scripts on various keyframes inside of that symbol. I need to hide or show another symbol (referred herein as "object") sharing a stage with "background".
To put it another way, I need "object" to be hidden when "background" reaches a certain internal keyframe. However, as "object" and "background" are both children of the same stage, how do I do this?
I am trying to create a butterfly to fly in front of an image gallery, kinda to be funny. I am new at this, so its probably easy and I just forgot, but I need some help please.
I create the butterfly on the stage, make into a movie clip symbol. Click inside the movie clip....and then what? I want to be able to click on the butterfly that is sitting on a leaf, once it is clicked on it will fly in front of the image gallery (I have already created, and seems to work) for a few seconds and then fly back to the leaf.
My problem is quite simple but I havent found a way to solve it yet. I want to make my symbol/instances (dont know the difference) transperent. And, when I have a button, I want only the button itself to be clickable not a bit of the white space around.
When I draw something directly in Flash it seems to work fine just as I want it, but I work in paint for the moment and will be using Photoshop too, so then I cant use just Flash's tools.
In this example i created 3 movieclips and added 10textFields into it.After this i want to be able to let these 3 movieclips tween... Atleast this is what i want but i cant seem to get it right.
I animated eyes blinking inside of a movie clip symbol and placed the symbol on a face outside of the symbol.The eyes are stuck on the first frame. I am using CS5. What do I do?
well, i want to make an event occurred when object X hits any instance from a certain symbol Y lets say there's 10 instance of symbol Y rather than naming each of the instance obj1, obj2, etc and making a hitTest event for each of the instance, is there a way to make this event occurred when object X hits any instance of the symbol Y?
i'm trying to change the color of a graphic symbol instance, several times across the movie clip timeline. (the symbol is also rotating across the timeline.) for each keyframe, when i double-click on the graphic symbol, break apart and then change the color in the properties panel, then go back to the movieclip timeline, ALL the keyframes with that symbol has changed colors and not just the one instance on the keyframe that i'm on.
I'm just starting out with flash and I have a pretty simple question (I think). I was looking at this tutorial: [URL] ...th_slider2.htm and.. I was wondering why would we reference a symbol name sometimes and then other times we would reference a instance name. For example, in the example above in the actions layer we have this:
using AS to draw a shape, or loading in external files to a MC, etc. Basically, they're all overcomplicating it, as far as I'm concerned.
All I want to to is create an instance of a symbol on my stage.Let's say the symbol's name in the library is "picture_mc".How can I create an instance of that on-stage using AS2?
I have a variable called "framenumber" and a movieclip(drawing) with six frames. Each frame of the movieclip has another drawing in it.In the main movie, this movieclip exists over several frames and keyframes. I even do a motion tween with the clip. Now what I want to do, is change the value of framenumber (for example 2) and then do a drawing.gotoandstop(framenumber). So then, the drawing in frame 2 of the movieclip should be shown. But here comes the problem. If I do that,the drawing (in frame 2 of the movieclip) only appears in the frame of the main movie where I put the drawing.gotoandstop(framenumber) command. But in the other frames of the main movie, the initial drawing is kept. How can I let the drawing change everywhere where the movieclip exists? So actually I want to know how I can change every instance of a movieclip, no matter where it is in the movie. Or maybe there's a way to change the (library) symbol itself, so that every instance of it changes along with the library symbol?
I have a symbol (of type movie clip) which is exported for action with AS3 as, say clsAux. From an AS file, I extend this class to program some methods to interact with it The movie clip has, inside, an instance of another symbol, and the instance is called objAux2. The problem I have is that, from code, from the class which is extending clsAux, I can't figure out how to access objAux2. I have tried, from clsAux, to make the movie clip gotoAndStop the frame where objAux2 is instantiated (where the keyframe where it is created is) and then access it like this.objAux2 (error), this[objAux2] (error)... is there any way I can access the instance of a symbol from code?
I use a .png sequence for a sprite (primarily because it has the alpha channel) I will use in flash... its a walking animation of several frames. I make an empty symbol, load the frames into it. I put the symbol in the canvas. It animates fine and the alpha channel is working. Now I try to make a motion tween of the symbol instance, so as to simulate the walking movement, from one point to another. I playback [ENTER] its working fine, just as I want it.
Now if I do the [ctrl+ENTER] preview or export, the motion tween is working, the sprite is moving from point a to point b BUT the walk animation is NOT WORKING. Its just showing the first frame in the image sequence! Am I missing out something to make the image sequence animation work like it should? I tried to do the exact same thing to a movie clip (MOV) it works... but with the png image sequence I am really puzzled.
I selected all my stuffs & make them into a symbol and when i break the symbol up all the instance name was removed. Is there a way to break up the symbol without removing the instance name?
I have a symbol that I have already used and I would like to use the same symbol in another frame(s), except that when i edit the symbol the original object also edits, for example if i delete a part of it, it also deletes in the object that I have already placed, I have tried the 'duplicate symbol' method but nonetheless my symbol still gets modified and changes the way I want it to show it in certain frames.
I want to declare a variable in a class for an instance of an object that was added in the Flash IDE.
Example: I have symbols for several types of panels that all subclass Panel. To each panel symbol in the library, I add a button and give it an instance name "defaultButton."
This is really convenient, however, I want a defaultButton property for for my Panel class, and cannot find a way to do it. If I try adding a defaultButton property it throws errors:
ActionScript Code: public class Panel: extends MovieClip{ public var defaultButton:Button; //as an example. Getters and setters also don't work }
I also cannot check for the existence of defaultButton in code: ActionScript Code: public function GetDefaultButton():Button { if(this.defaultButton) return this.defaultButton; else
Throw new Error("Panels are supposed to have a Button instance named 'defaultButton' added using the Flash IDE"); } ...possibly undefined error.
Is there any way for my class to enforce/ recognise the existence of the defaultButton instance added using the IDE in my Class?
I'm building a platforming game using AS2. I just got collision detection working between my character and multiple instances of an object. the different collisions (top, left, right, and bottom of platform blocks) are determined by a single symbol with 4 instances named for the different sides. this is good if i only want to have one block. is there a way to reference the symbol name in the actionscript or to have multliple instances of the same name to actually work?
I know this is one of the most basic things, but I am having trouble adding an instance of a symbol to the stage with action script in Flash CS4. I have a "fireball" symbol and at the beginning of my code I say: var myFireball:MovieClip = new fireball; addChild(myFireball); But it says : "1180: Call to a possibly undefined method fireball."
I am following this tutorial, [URL] and everything works until i actually try to place a graphic symbol into another symbol. I am trying to make a character walk across the stage. Flash tells me I cannot place a symbol within itself. Why not and how can i!!
So I have a button on which I create an instance of a symbol, I'd like to have a listener for the new symbol but I get a reference error because it compiles the listener before I get to create the instance. What do I do?
I have a symbol called s1 in the library and I also created an instance of it on the stage on the first frame, its name is myS01Before I linked the document to a class (this was for youtube player) I was able to add event listeners, such as mousevents, onto this instance in my actions panel. But, after I linked my document to the external class in a package without a name, I cannot add any code into Actions panel, because it gives me all kinds of weird problems.Instead I am trying to use this symbol and add listeners to it in my external class file (the one linked to the document) with no luck.my external class file looks like:
I bought Flash recently and I'm getting started on making a game, a platform shooter game, thing. What I have, is a button on the main stage that I want to activate a function in an instance. But that instance is inside a symbol. So it's Stage->Character->Gun. But if I put down:
Shoot.addEventListener(MouseEvent.MOUSE_DOWN, Fire); //Shoot is the button on the stage function Fire(evt:MouseEvent):void{ Derp(); //This being the function I want to be activated }
This is the code in the Gun instance: function Derp():void{ //epic code goes here }
It will give me an error saying "1180: Call to a possibly undefined method Derp." So basically it's telling me it can't get to this code because it's not on the same stage. How can I get an instance to be recognized by all code in my project, regardless of we're it is in the project? I want to keep all my symbols where they are, so external ActionScript file won't be good if I have to recreate the object on the stage.