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Adobe Photoshop 7.0 Design Professional.ppt
Getting Started with PhotoShop 7.0 Unit Lessons Work with symbols and instances Work with Libraries Create buttons Assign actions to buttons Using Flash Symbols An important aspect of Flash is it’s ability to create small file sizes Symbols are graphics that can be re-used without adding file size Symbols are the original (Parent)object Instances are the copied (Child) object Flash stores only a symbols information(size, shape, color) thus creating a smaller file size Using Flash Symbols Attributes, such as color and shape can be freely changed for each instance You can have as many altered Instances as you like Symbols reside in the Library Dragging a Symbol from the Library to the stage creates an Instance Flash Symbol Types There are 3 types of Symbols; Graphics, Buttons, and Movie Clips Graphics are effective for single, re-usable images Buttons are for interactivity, such as starting or stopping a movie A Movie Clip is a “movie within a movie” Creating a Graphic Symbol There are 2 primary ways to create a symbol Insert New Symbol command, and then draw a symbol Or draw an object and then use Insert Convert to Symbol Use the “Convert to Symbol” dialog box to name the symbol effectively The Symbol gets placed in the library, an instance remains on the stage Naming a Symbol Editing a Symbol Select from the Library and double-click, or use Edit Edit Symbol Changes made to Symbols is reflected in all their associated Instances Remember: changes made to Instances does not affect their (parent) Symbol Working with Instances Instances can be altered in many ways Rotated, skewed, resized, re-colored, alpha changes Some limitations to editing an Instance An instance is a single object with no segments, therefore you cannot select just part of the instance to change Changes are made to the entire instance Use “Break Apart” for more edibility, but note that the link will be broken Applying Effects to Instances Understanding the Library The Library provides a wa
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