Adobe Animate: Tips and Tricks
Movie clip symbols have different attributes than graphic symbols. The animation for a graphic symbol can be specified to occur at specific frames, whereas movie clip symbols have self-contained animation that always loops. In addition, movie clips can be coded with ActionScript.
Once an instance has been placed on the stage, you might decide to replace it with another. For example, if you are making a photo gallery, you might want the first image to fade in, then fade out, followed by a second image fading in. And you will likely want the next image to fade in to the exact same spot. One way to do this is to swap one for the other. Swapping can be used for both symbols and images. In this example, I'll use an image.
In Adobe Animate, the Timeline controls animations through a matrix of layers and frames. Plain frames are not editable and are used to extend the display time for fixed elements. Keyframes allow you to modify the attributes of objects, such as position and transparency.
Adobe Animate provides very versatile undo options, as well as the ability to change the number of undos. Keep in mind that the undo function works by maintaining a list of actions in a file, which requires system memory. The higher the number of undos, the more memory will be required. The following five steps show how to increase the number of undo levels in Animate.
Creating a photo gallery slideshow in Animate is relatively simple. It's really just a matter of converting images to symbols, adding frames, and applying motion presets.
Symbols in Adobe Animate can be graphics, buttons, or movie clips, which are stored in the Library Panel. This helps keep file size down because if a symbol is used more than once, the information about that object isn't repeated with every instance. If you need a new symbol that is very similar to one that already exists, the existing symbol can be duplicated and then modified. To duplicate a symbol in Animate, follow these three steps.