Allison,
[quoted text, click to view] > Thanks for the info. Now I know it was just a stupid question.
I wouldn't say "stupid," just uninformed; which, of course, makes sense
if you're new to Flash.
[quoted text, click to view] > I guess coming from the non-linear Avid/Final Cut/After Effects
> world, you just sort of get used to being able to see the enire
> forest sometimes.
Flash can be linear if you want it to, in which case you might indeed
"see the whole forest," or it can be non-linear. The trouble with 99% of
templates is that they're built with no regard for best practices.
Hungry-artist designers are paid bottom dollar under sweatshop-like
conditions to crank out as many designs as possible. From what I've seen,
no one cares a lick of the FLA is *usable* by anyone, only if, out of the
box, it compiles to an attractive SWF. Any *changes* you may want to make
are a tedious, frustrating, needle-in-a-haystack, at-your-own-risk endeavor.
I occasionally consult for people trying to weed through the rat's nest that
typically comprises a template under the hood. Layers are unnamed, assets
unnamed and not organized into Library folders, it goes on and on. In all,
I don't think templates are a good example of how to do Flash right -- they
tend not to set good examples.
[quoted text, click to view] > I'm still working on the gestalt of how all the template files
> work together.
Gestalt is right. As a general rule, templates-for-hire cannot be
reckoned from the sum of their parts. I don't mean to sound so cynical --
you wouldn't likely have known this -- but you may have set yourself up for
a difficult time.
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/ "Luck is the residue of good design."