birt ean 128 Open the Library, and drag another copy of the symbol to the stage. Click the symbol to select in Font

Creator QR in Font Open the Library, and drag another copy of the symbol to the stage. Click the symbol to select

5. Open the Library, and drag another copy of the symbol to the stage. Click the symbol to select
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it. Select the Free Transform tool, and scale and rotate the object. As you can see, changing one instance of a symbol does not affect any other instance of that same symbol on the stage.
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6. Close the movie without saving it.
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SYMBOLS AND LIBRARIES
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Figure 3-2. The Convert to Symbol dialog box
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Symbol types
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You have three basic symbol types to choose from: graphic, button, and movie clip. Each one has specific capabilities, and the type you choose will be based upon what needs to be done. For instance, say you have a logo that will be used in several places throughout a movie and not be required to move. In this case, the graphic symbol would be your choice. If the need is for a racing car zooming across the screen with the engine sounds blasting out of the user s speakers, then the movie clip symbol is the choice. Need a button Well, that one is a bit obvious. Let s briefly review each symbol type.
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Graphic symbols
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Graphic symbols are used primarily for static images or content used in a project. They can also be used as the building blocks for complex animations. Though we say they are primarily static, they can be put into motion on the main timeline or the timelines of other symbols.
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Graphic symbols, unlike their movie clip cousins, do not play independently of the timeline they are in. This is why they need a matching number of frames on the parent timeline in order for each frame of the graphic symbol to display. For example, if a graphic symbol animates over 60 frames and you want it to be on the main timeline for half of its life, then you would need to allocate 30 frames on the main timeline for this task. That may sound a little convoluted. We agree, and have provided a small movie that shows you what we mean:
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1. Open the GraphicSymbol.fla file. When it opens, you will see a bronze Mao statue on the
timeline that has a duration of ten frames. Scrub across the timeline, and the statue moves a short distance to the right.
2. Double-click the graphic symbol Mao in the Library, and when the Symbol Editor opens,
you ll see that the animation has a length of 60 frames. Double-clicking a symbol on the stage to open the symbol is called editing in place. This is a handy way of fixing symbols and seeing how the changes are reflected in the main timeline.
3. Click the Scene 1 link to return to the main timeline. 4. Select frame 60 on the main timeline, and add a frame (not as keyframe, just a frame). Scrub
across the timeline. This time, the statue moves all the way across the stage because it is matching the movement of the symbol s nested animation.
5. Insert a frame at frame 61 of the main timeline. Because the statue s internal timeline loops back
to frame 1 after frame 60, the statue pops back to the left side of the stage. If you keep inserting frames, you will eventually finish with a loop. This is an extremely useful technique to know. If you were to have a bird with flapping wings, you can have the wings flap inside the graphic symbol s timeline while the main timeline manages the motion of the bird flying from side to side of the stage.
6. Select the statue on the stage, and open the Properties panel. 7. Twirl down the Looping area in the Properties panel. The drop-down menu in the Options
area lets you choose Loop, Play Once and Single Frame. The field labeled First lets you choose which frame of the graphic symbol s timeline to display first. We ll dig into this interesting feature in 7.
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