What is the short cut key to convert a object in symbol?
Answers
Hey!
F8 is he answer of your question
Converting Objects to Symbols
Any object (or group of objects) that can appear on the stage can be made into a symbol. Here’s how to do it:
Select one or more objects on the stage. The selected objects may include paths, text objects, bitmaps, or even other symbols.
Choose Modify > Convert to Symbol, or press the F8 key. The Convert to Symbol dialog box appears.
(While this book usually doesn’t mention keyboard shortcuts, F8 is an exception because Convert to Symbol is such a frequently used command.)
Naming Symbols
Technically, Flash lets you assign to a symbol whatever name you like. In practice, however, there are two issues you may want to take into account when you name a symbol:
Convenience. Symbols listed in the library can be sorted by name or by type, but it’s much more convenient to have them sorted by name and by type without needing to switch between the two sorting modes. For this reason, many Flash developers like to give each symbol a prefix such as b_for button symbols, g_ for graphic symbols, and m_ for movie clip symbols.
Descriptiveness. The more precise your symbol names are, the easier it will be to find the one you want among dozens or hundreds of symbols. If your movie contains graphic symbols of a beagle, a poodle, and a schnauzer, don’t name the symbols g_dog1, g_dog2, and g_dog3. Instead, name them g_dogBeagle, g_dogPoodle, and g_dogSchnauzer.
Enter a name for the symbol into the Name field.
Click the radio button for the type of symbol you want to create: a movie clip, button, or graphic. (For the differences between these symbol types, see #27 and #28. If you’re experimenting with symbols for the first time, the simplest choice is Graphic.)
Click one of the small squares in the diagram next to the word Registration. The square you click will determine the symbol’s registration point (Figure 22a).
Figure 22a
Figure 22a Click the square corresponding to your preferred location for the symbol’s registration point. Later, when you view the symbol in the library or in symbol-editing mode, your registration point will be indicated by crosshairs.
Think of the registration point as the handle by which Flash will hold the symbol when it’s in motion (see #42). When you’re in doubt, the center is usually a good choice.