Zoetrope

Symbols

A symbol is a reusable object with its own timeline. Place it as many times as you like; edit it once and every instance updates.

Creating symbols

  • Select objects and press F8, or right away draw inside a symbol you're editing.
  • Pick the type: Graphic, Movie clip or Button. You can change it later in the Library.
  • Drag a symbol from the Library onto the stage to place another instance.

The three types

TypeIts timeline…Use it for
◇ Graphic…follows the parent's frames. Choose Loop, Play once or Single frame, and the First frame, per instance.Lip-sync, walk cycles you scrub with the main timeline, reusable art.
🎞 Movie clip…runs on its own clock from the moment the instance appears, looping. Scripts can stop(), play() and gotoAndPlay() it.Ambient loops (a bee's wings), anything scripted, characters.
⏺ Button…has four frames: Up, Over (pointer over it), Down (pressed) and Hit (the clickable area, never shown).Clickable controls; wire them up with onClick.
In the editor, movie clips show where they'd be if everything played straight through. Press ▶ to see them on their real clocks, with buttons responding and scripts running.

Editing in place

Editing the Flower symbol in place; the rest of the scene is dimmed and the breadcrumb shows Scene 1 › flower B (Flower)
  • Double-click an instance (or ⌘E) to edit its symbol in place. The rest of the scene dims, and the breadcrumb above the stage shows where you are.
  • Double-click a symbol in the Library (or ✎) to edit it on its own.
  • Esc, or a click on the breadcrumb, goes back up.

Instance properties

  • Name: the instance name scripts use (bee.x = 10). Names must be unique on a timeline to be useful.
  • Symbol: swap the instance to another symbol while keeping its position and transform.
  • Transform, opacity, blend and tint apply to the whole instance, including everything nested inside.

The Library

Each entry shows a thumbnail, the type, its length in frames and how many times it's used. The buttons edit (✎), add a symbol script ({ }), duplicate (⧉) and delete (🗑; only when unused). Double-click a name to rename it.