birt barcode extension Figure 7-44. Nested symbols allow you to take the most useful features of each symbol type. in Font

Drawer QR Code in Font Figure 7-44. Nested symbols allow you to take the most useful features of each symbol type.

Figure 7-44. Nested symbols allow you to take the most useful features of each symbol type.
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Double-click this movie clip to enter its timeline. Even with a basic example like this one, you may be surprised by the number of layers inside. Try not to feel overwhelmed! The layers are neatly labeled, as shown in Figure 7-45. (Now that you see how a pro does it, start labeling your layers as well.) Also, although there are many of them, they all have a purpose. If you like, temporarily hide a number of layers to see how each layer adds to the complete picture. What we re interested in is the mouth.
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Figure 7-45. Complex images and animations are built up from simple pieces. Double-click the mouth symbol to enter its timeline. Here, too, there is a handful of layers, comprising the lips, teeth, and a few shadows on this monster. There are 115 frames of animation here mostly classic tweens, but also a shape tween at the bottom. If you scrub the timeline, you ll see the mouth gently move up and down. This is Grotto breathing (see Figure 7-46). Because the mouth itself is a graphic symbol, its movement can be made to scrub along with the timeline of its parent.
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Figure 7-46. Nesting timelines is a way to compartmentalize complexity. Return to the grotto timeline by clicking the grotto movie clip icon in the breadcrumbs area of the Timeline panel (shown above the monster in Figure 7-46). Drag the playhead to a keyframe, such as 11, and click the mouth symbol. Note that it s set to Loop in the Properties panel and starts at frame 11. Because the mouth symbol loops, the mouth itself can be tweened to various locations and rotations during the course of the grotto symbol s timeline. The complexity of the mouth s inner movement is neatly tucked away into the mouth symbol. At any point, you can pause this breathing movement by adding a keyframe in the grotto symbol s timeline and changing the mouth symbol s behavior setting from Loop to Single Frame. The phenomenon you ve just seen can be nested as deeply as you like. Even limited nesting, like that in Grotto.fla, can, for example, be used to animate a bicycle the wheels rotate in their own timeline while traveling along the parent timeline or twinkling stars. Just keep in mind that if a given graphic symbol s timeline is, say, 100 frames long, and you want all of those frames to show, the symbol will need to span that many frames in the timeline that contains it. Of course, you may purposely want to show only a few frames.
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Graphic symbols as mini-libraries
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Between the rabbit and grotto, we are sure you are slowly coming to the conclusion that animation projects can get rather complicated, rather quickly. There are a lot of tweens and symbols, and the odds for becoming quickly entangled in a project seem to be rather significant. Our answer is, Not really. The graphic symbol s timeline is your life ring. To understand what we are getting at, open the TalkingPanda.fla file found in your Exercise folder. (This file is actually a template that ships with Flash CS5. It can be found in File New Templates Sample Files Lip Synch). Lip syncing, when one is first introduced to Flash, is one of those techniques one will avoid because...well...because it looks so hard. Let s get over that right now.
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To start, simply press the Return/Enter key to see the project in action. As the playhead moves, the panda says: Sweet and sour chicken. This is accomplished through the use of the ten graphic symbols you see on the pasteboard and in the Mouth shape with graphic symbols folder in your Library. Each symbol represents a sound or range of sounds, which means you won t need one symbol for each letter of the alphabet. As you have seen, there are a couple of methods of swapping out the symbols. If you look at the mouth layer, the first conclusion you may come to is that each key frame in the layer represents a symbol from the collection on the pasteboard. This looks complicated because just the word sweet looks like you need to use three of the symbols. You could if you are into beating yourself in the head with a board. Click the first mouth symbol on the stage and open the Properties panel. The first thing you will notice, as shown in Figure 7-47, is it isn t one of the symbols on the pasteboard. It is the mouth symbol. Twirl down the Looping parameter in the Properties panel, and you will immediately see why this example falls smack into the category of Work smart. Not hard. The Looping Option is set to Single Frame, and each key frame or swap is accomplished by shooting the playhead to a specific frame in the mouth symbol and letting it play from there.
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Figure 7-47. Graphic symbols can be used as mini-libraries to keep the real Library from overcrowding. This is a perfect example of how a graphic symbol s timeline can be used to reduce clutter in the Library. Sure, you can use the Swap button to replace any symbol with another at any keyframe, but it is much less hassle to update the First field in the Properties panel for graphic symbols. This technique is one of those hidden gems that becomes a favorite once you realize it, and we thank Chris Georgenes for sharing such a useful trick.
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For more information about character design, advanced tweening, and lip-syncing techniques, search Chris Georgenes on the Adobe website (http://www.adobe.com/ ). You ll find a number of Chris s articles and Macrochats (Flash-based recordings of live tutorial presentations).
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