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SENIOR HIGH SCHOOL

Technical-Vocational
Livelihood
Information and Communications
Technology - Animation 12
Quarter 4 – Module 3
Work with Symbols, Timeline and
Library in an Animation Software
Technology and Livelihood Education – Grade 12
Alternative Delivery Mode
Quarter 4 - Module 3: Work with Symbols, Timeline and Library in an Animation
Software
First Edition, 2021

Republic Act 8293 section 176 states that: No copyright shall subsist in any work of the
Government of the Republic of the Philippines. However, prior approval of the government
agency or office wherein the work is created shall be necessary for exploitation of such work
for profit. Such agency of office may, among other things. Impose as a condition the payment
of royalties.

Borrowed materials (i.e., songs, stories, poems, photos, brand names, trademarks, etc.)
included in this book are owned by their respective copyright holders. Every effort has been
exerted to locate and seek permission to use these materials from their respective copyright
owners. The publisher and authors do not represent nor claim ownership over them.

Published by the Department of Education Secretary:


Leonor Magtolis Briones
Undersecretary: Diosdado M. San Antonio

DEVELOPMENT TEAM OF THE MODULE

Writers : Charlfhe Day Gay G. Abayon


Editor : Jose Garry R. Napoles
Reviewer :
Illustrator :
Artist :
Management Team:
Schools Division Superintendent : Marilyn S. Andales
Assistant Schools Div. Superintendent : Anelito A. Bongcawil, EdD CESO VI
: Fay C. Luarez EdD, PhD, TM
: Lorenzo M. Dizon, EdD CESO VI

Chief Education Supervisor, CID : Mary Ann P. Flores


Education Program Supervisor, LRMDS : Isaiash T. Wagas
Education Program Supervisor, TLE : Jose Garry R. Napoles

Department of Education – Regional Office 7


DepED-Division of Cebu Province
Office Address :Sudlon, Lahug Cebu City
Telephone Nos. : (032) 255-6405
Email address : cebu.province@deped.gov.ph
SENIOR HIGH SCHOOL

Technical-Vocational
Livelihood
Information and Communications
Technology - Animation 12
Quarter 4 – Module 3
Work with Symbols, Timeline and
Library in an Animation Software
WHAT I NEED TO KNOW
Good day, dear learner!
This module is solely prepared for you to access and to acquire lessons befitted in
your grade level. The exercises, drills and assessments are carefully made to suit
your level of understanding. Indeed, this learning resource is for you to fully
comprehend the Symbols, Timeline and Library in an Animation Software.
Independently, you are going to go through this module following its proper sequence.
Although you are going to do it alone, this is a guided lesson and instructions/directions
on how to do every activity is plotted for your convenience.

Using this learning resource, you are ought to Work with Symbols, Timeline and
Library in an Animation Software as inculcated in the K- 12 Most Essential
Learning Competencies.

Using separate modules, this competency is divided into three lessons, as follows:
Lesson 1: Make and use the three symbol types and their uses.
Lesson 2: Identify timeline and frames in an animation software.
Lesson 3: Work with the library and its features in an animation software

At the end of this module, you are expected to achieve the following objectives for this
session:
recognize the concepts used in working with symbols, timeline and library in an
animation software
apply the concepts used in working with symbols, timeline and library in an
animation software
show eagerness on performing the given activity
WHAT I KNOW
Fill in the blanks:

Directions: Choose from the box the word/s that is being described by the items below.
Write your answer on a separate sheet of paper.

Symbol Graphic Button Movie Clip

Ctrl-L Keyframes Library Timeline

Insert > New Symbol (or Ctrl+F8) Frame Window➪Common Libraries

_____________1. It is a reusable image, animation, graphic, movie clip, sound file, font
or button that resides in the library.
_____________2. Used for static images and animations that are tied to the main
Timeline.
_____________3. Used for timeline navigation and responds mouse clicks, key press
and other actions or events.
_____________4. Are reusable pieces of flash animations. They have their own
Timelines that run independently of the main Timeline.
_____________5. It is the shortcut key in opening the library.
_____________6. These are frames in the timeline that contain information
(content or script).
_____________7. It is the repository of all recurring elements, known as symbols, that
are placed as Instances within a Flash movie.
_____________8. It is one of the most important toolbars in Flash and on it you have
frames and keyframes.
_____________9. To create a new symbol which brings up a requestor that wants to
know the type of symbol being created and a name for it.
_____________10. It is used to open the submenu of Common Libraries that ship with
Flash.

WHAT’S IN

Directions: Arrange the jumbled word. Write your answer on a separate sheet of paper.
__________1. LIRYBRA __________6. TLINIMEE
__________2. FSHLA __________7. FAMRE
__________3. YMSBOL __________8. AMYFKERES
__________4. GPHIRAC __________9. CVEONRT
__________5. BTONUT __________10. WDOINW
WHAT’S NEW

In this module, we will be tackling on how to make and use the three symbol
types and their uses, identify timeline and frames and work with the library and its
features in an animation software.
Symbols are the underpinning substance of an interactive project
development. They help keep file size down, helps in organizing an image
animation, graphic, movie clip, sound file, font or button in the library, and allow you
to use ActionScript for working their appearance.
The timeline is one of the most important toolbars in Flash. On a timeline you
have frames and keyframes. A frame is simply an intermediary between keyframes
while keyframes are major changes in the state of the stage.
The Library is the repository or the storehouse of all recurring elements,
known as symbols, that are placed as Instances within a Flash movie.

WHAT IS IT

Work with Symbols, Timeline and Library


in an Animation Software (Flash)

A symbol is a reusable image, animation, graphic, movie clip, sound file, font
or button that resides in the library. A bitmap (any imported graphic file) is not as
controllable as a symbol. A graphic can be placed in a symbol by entering symbol edit
mode and importing the symbol into the symbol stage. Enter symbol edit mode by
clicking the + button in the library.

Moving an element to the library converts it to a symbol. (If the Library is not
open, open it with Ctrl-L.) If a symbol is dragged into the Library and it has the same
name as an existing symbol, the new symbol replaces the old. The original symbol
can be changed through symbol Edit mode (double click the symbol in the library.)
Instances can be named in the Properties panel.

To create a new symbol: Insert > New Symbol (or Ctrl+F8) brings up a
requestor that wants to know the type of symbol being created (movie clip, button or
graphic) and a name for it. A symbol has its own Timeline and layers, independent of
the scene Timeline that it is in. To convert a graphic to a symbol select it and Insert
> Convert To Symbol. A Convert to Symbol dialog box appears with several behavior
buttons that determine how the symbol will be used. These behaviors are: Graphic –
Used for static images and animations that is tied to the main Timeline. Graphic
symbols are created with Flash draw tools; Button – Responds to mouse clicks and
other events. Graphics are defined for various button states. Actions are assigned to
the button instance; and Movie Clip – Reusable animations. They have
their own Timelines that run independently of the main Timeline. They are like mini-
movies that run inside the main movie. They can contain interactive controls and can
be controlled by ActionScript.

(https://en.wikibooks.org/wiki/Beginner%27s_Guide_to_Adobe_Flash/Symbols and
https://smartwebby.com/Flash/flash_symbols.asp)

There are several different ways to generate new symbols, and the method you choose
depends primarily on personal preference.

Screenshot is originally taken by the


writer from Adobe Flash Pro CS6

A. Build the shape first


1. Select the shape(s) you wish to convert into a symbol.
2. Choose any of the following: Right-click and select 'Convert to Symbol'; Press F8; Go
to Modify>convert to symbol.
3. Name your symbol, and choose the type of symbol you want.
B. Create the symbol first
1. Choose any of the following: Click the 'new symbol' button, located on the bottom left
of the library panel; Go to Insert > new symbol; Press ctrl/cmd F8.
2. Name and choose the type of symbol you want.
3. You will then be presented with a blank screen to build what your symbol will look like.
C. Import an external file, such as an eps or bitmap.
1. Create/acquire the image you want, in a program such as Photoshop.
2. Go to File > Import > Import to library / to stage. If you import to library, the file will
appear in your library with the name the external file has. If you import to stage, the file
will appear on the stage.
https://en.wikibooks.org/wiki/Beginner%27s_Guide_to_Adobe_Flash/Symbols/Making

Timeline and Frames


On a timeline there are layers. A layer can contain only 1 animation at a time, so
therefore to animate multiple objects you need to use multiple layers to do multiple
animations.
https://en.wikibooks.org/wiki/Beginner%27s_Guide_to_Adobe_Flash/Interface/Timel
ine_Window
Screenshot is originally
taken by the writer from
Adobe Flash Pro CS6
Right
click
Timeline: The numbers across
the bottom correspond to the
frames that occur as time
progresses through the movie.
You can navigate to any frame
of your animation to perform
editing. Here we have the
upper portion of the graphic
user interface of Adobe Flash
Pro CS6, the timeline window.
This area is used to edit the
work file frame by frame.

Keyframes are frames in the timeline that contain information (content or script).
Keyframes without content are denoted by an empty circle, keyframes with content have
a filled circle (https://www.sfu.ca/~tutor/techbytes/Flash/index.html).
Screenshot is originally taken by the writer
Library and Its Features from Adobe Flash Pro CS6

Buttons
Library

Classes

Sounds
https://www.wisdomjobs.com/e-university/flash-tutorial-262/the-library-and-Its-
Features
The Library is the repository of all
recurring elements, known as symbols,
that are placed as Instances within a
Flash movie. The Library is also a true
window, not a panel. The Library Window
as shown above, Window➪Library is not
the same as the asset Libraries that are
accessed from the Menu at Window➪
Common Libraries. However, they are
related. When you choose Window ➪
Library, you open a Library specific to the
current movie, while Common Libraries
are available whenever Flash is open.
Choose Window➪Common Libraries to
open the submenu of Common Libraries
that ship with Flash and you can see
buttons, classes and Sounds. Every
Flash movie has its own Library, which is
used to store and organize symbols,
sounds, bitmaps, and other assets such
as video files.

WHAT’S MORE
True/False

Directions: Read each statement carefully and write True if the statement is correct
and False if it is not. Write your answer on a separate sheet of paper.

_____________1. A symbol is a reusable image, animation, graphic, movie clip,


sound file, font or button that resides in the library.
_____________2. A bitmap (any imported graphic file) is not as controllable as a
symbol.
_____________3. A graphic can be placed in a symbol by entering symbol edit
mode and importing the symbol into the symbol stage.
_____________4. If a symbol is dragged into the Library and it has the same name
as an existing symbol, the new symbol replaces the old.
_____________5. Keyframes are frames in the timeline that contain information
(content or script).
_____________6. Keyframes without content are denoted by a filled circle,
keyframes with content have an empty circle.
_____________7. To create a new symbol: Insert > New Symbol (or Ctrl-F8).
_____________8. In timeline, the numbers across the bottom correspond to the
frames that occur as time progresses through the movie.
_____________9. Every Flash movie has its own Library, which is used to store
and organize symbols, sounds, bitmaps, and other assets.
_____________10. On a timeline there are no layers.

WHAT I HAVE LEARNED

Symbols are the underpinning substance of an interactive project


development. They help keep file size down, helps in organizing an image animation,
graphic, movie clip, sound file, font or button in the library, and allow you to use
ActionScript for working their appearance. A Convert to Symbol dialog box appears
with several behavior buttons that determine how the symbol will be used. These
behaviors are: Graphic, Button and Movie Clip. In addition, the timeline is one of the
most important toolbars in Flash. On a timeline you have frames and keyframes. A
frame is simply an intermediary between keyframes while keyframes are major
changes in the state of the stage. Furthermore, the Library is the repository or the
storehouse of all recurring elements, known as symbols, that are placed as Instances
within a Flash movie.

WHAT I CAN DO

Directions: Answer what is asked below. Write your answer on a separate sheet of
paper.
1. What are the several behavior buttons that determine how the symbol will be
used? a.______________ b. _____________ c. ________________

2. Three (3) Assets of Common Libraries


a.______________ b. _____________ c. ________________

ASSESSMENT

Directions: Answer what is asked below. Write your answer on a separate sheet of
paper.
There are several different ways to generate new symbols, and the method you
choose depends primarily on your personal choice. Choose only one and enumerate
the process.

1. _____________________________________________________________
a. ________________________________________________________
b. ________________________________________________________
c. ________________________________________________________
ADDITIONAL ACTIVITIES

Directions: Answer the questions below. Please be guided with the given criteria for
grading. Write your answer on a separate sheet of paper.

Criteria:
Content : 1 pt. each
Relevance : 1 pt. each
Spelling and Grammar : 1 pt. each

Define the following:

1. Symbol - ________________________________________________
2. Graphic - ________________________________________________
3. Button - ________________________________________________
4. Library - ________________________________________________
5. Timeline - _________________________________________________
REFERENCES

Printed Materials
Department of Education, Bureau of the Secondary Education, Curriculum Guide
Training Regulations (TR) from TESDA

Online Sources

https://en.wikibooks.org/wiki/Beginner%27s_Guide_to_Adobe_Flash/Symbol
s accessed on April 28, 2021, at 1:30 pm.

https://en.wikibooks.org/wiki/Beginner%27s_Guide_to_Adobe_Flash/Symbol
s/Making accessed on April 28, 2021, at 1:33 pm.

https://smartwebby.com/Flash/flash_symbols.asp accessed on April 28, 2021,


at 1:33 pm.

https://en.wikibooks.org/wiki/Beginner%27s_Guide_to_Adobe_Flash/Interfac
e/Timeline_Window accessed on April 28, 2021, at 1:35 pm.

https://www.sfu.ca/~tutor/techbytes/Flash/index.html accessed on April 28,


2021, at 1:36 pm.

https://www.wisdomjobs.com/e-university/flash-tutorial-262/the-library-and-
Its-Features accessed on April 28, 2021, at 1:40 pm.
For inquiries or feedback, please write or call:
Department of Education: DepEd-Cebu Province
Office Address: IPHO Bldg., Sudlon, Lahug, Cebu City
Telefax: (032) 255-6405
Email Address : cebu.province@deped.gov.ph;
depedcebuprovince@yahoo.com
Website : www.depedcebuprovine.com

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