Using Symbols, Instances, and Library Assets > Creating instances |
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Creating instances
Once you've created a symbol, you can create instances of that symbol wherever you like throughout the movie, including inside other symbols. When you modify the symbol, all instances of the symbol are updated.
Instances are given default names when you create them. You can apply custom names to instances in the Property inspector.
To create a new instance of a symbol:
1 |
Select a layer in the Timeline. |
Flash can place instances only in keyframes, always on the current layer. If you don't select a keyframe, the instance will be added to the first keyframe to the left of the current frame. |
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Note: A keyframe is a frame in which you define a change in the animation. For more information, see Working with frames in the Timeline. |
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2 |
Choose Window > Library to open the library. |
3 |
Drag the symbol from the library to the Stage. |
4 |
If you created an instance of a graphic symbol, choose Insert > Frame to add the number of frames that will contain the graphic symbol. |
To apply a custom name to an instance:
1 |
Select the instance on the Stage. |
2 |
Choose Window > Properties if the Property inspector is not visible. |
3 |
Enter a name in the Instance Name text box on the left side of the Property inspector (below the Symbol Behavior pop-up list). |
After creating an instance of a symbol, use the Property inspector to specify color effects, assign actions, set the graphic display mode, or change the behavior of the instance. 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. See Changing the color and transparency of an instance.
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