Re: [Flashcoders] Using assets from external SWF
Hi Tony, There are some posts by me on the flashdevelop.org forums: http://www.flashdevelop.org/community/viewtopic.php?t=511 This should get you started :) The sharepoint trick was originally published on FlashKit, I don't remember the name or the link though, sorry. Try a search there. Good luck, Marcelo. On 8/28/06, Anthony Lee [EMAIL PROTECTED] wrote: Marcelo de Moraes Serpa wrote: No you can´t unless it´s a RSL and you're using the sharepoint trick (if you don´t know what it is just do a quick search on google about rsl and sharepoint). Hi Marcelo, I did that and was not able to turn it up. Do you have a link to anything on the 'sharepoint' trick. Thanks, Tony ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Using assets from external SWF
Marcelo de Moraes Serpa wrote: No you can´t unless it´s a RSL and you're using the sharepoint trick (if you don´t know what it is just do a quick search on google about rsl and sharepoint). Hi Marcelo, I did that and was not able to turn it up. Do you have a link to anything on the 'sharepoint' trick. Thanks, Tony ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Using assets from external SWF
I was told this was possible in AS2, but it doesn't seem to work. I was under the impression that after loading an external clip via LoadMove, the current movie had access to the library of the externally loaded clip (so that clips in that libarary could be attached via attachMovie). Is this true or no? Thanks, August On 8/21/06, Samúel Jónasson [EMAIL PROTECTED] wrote: Yes this is easy in Flex 2. And it's not just the assets that you can use. You can use anything in the loaded swf as if it was in the main movie. Sammi Marcelo de Moraes Serpa wrote: Hmmm... it seems that AVM2 has solved the classic problem we had with Flash that forced us to use RSL to do this kind of thing? I mean, we couldn´t just load a swf and use it´s assets on the parent context and vice-versa... is it possible with flex 2? Marcelo. On 8/21/06, Samúel Jónasson [EMAIL PROTECTED] wrote: Solved it. Actually I was complicating things when trying to use the samples in other articles. Do this if you are interested in checking: - Create a skin.swf - Create one symbol and export it as Button_up - Publish to build the swf. - Use the following to include the skin at runtime. package { import flash.display.*; import flash.errors.*; import flash.events.*; import flash.system.*; import flash.net.*; public class SkinTest extends Sprite{ private var theSkin:Loader; public function SkinTest(){ loadSkin(); } private function loadSkin():void{ theSkin = new Loader(); theSkin.contentLoaderInfo.addEventListener(Event.COMPLETE, skinLoadedHandler); theSkin.load(new URLRequest(skin.swf)); } private function skinLoadedHandler(event:Event):void{ // try to use symbol from skin.swf var asset:Sprite = getSkinAsset(Button_up); addChild(asset); } private function getSkinAsset(skinAsset:String){ var assetClass:Class = theSkin.contentLoaderInfo.applicationDomain.getDefinition(skinAsset) as Class; var asset:Object = new assetClass(); return asset; } } } I hope this helps someone. Sammi Samúel Jónasson wrote: His. thank you for your response. I had read this article as well but didn't find the solution to my problem. It is really important for me not to have to compile my app when the skin changes - so they need to load at runtime. So if I have two files: - assets.swf - app.swf ...the symbols in assets.swf have a auto generated classes. So a Star symbol would have a Star class generated on export. Then app.swf loads the assets.swf at runtime of with some magic ( as explained in some of the articles ) has access to the classes in assets.swf and can instantiate them. So if i need a star: var myStar:Star = new Star(); addChild(myStar); ...and I get the symbol created in assets.swf. Matthew Ganz wrote: hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Using assets from external SWF
No you can´t unless it´s a RSL and you're using the sharepoint trick (if you don´t know what it is just do a quick search on google about rsl and sharepoint). It was one of the things that I found confusing and hard to understand when I started learning the flash platform. Seems they have fixed it with a new improved and more common-sense based architecture on AVM2 :) Marcelo. On 8/22/06, August Gresens [EMAIL PROTECTED] wrote: I was told this was possible in AS2, but it doesn't seem to work. I was under the impression that after loading an external clip via LoadMove, the current movie had access to the library of the externally loaded clip (so that clips in that libarary could be attached via attachMovie). Is this true or no? Thanks, August On 8/21/06, Samúel Jónasson [EMAIL PROTECTED] wrote: Yes this is easy in Flex 2. And it's not just the assets that you can use. You can use anything in the loaded swf as if it was in the main movie. Sammi Marcelo de Moraes Serpa wrote: Hmmm... it seems that AVM2 has solved the classic problem we had with Flash that forced us to use RSL to do this kind of thing? I mean, we couldn´t just load a swf and use it´s assets on the parent context and vice-versa... is it possible with flex 2? Marcelo. On 8/21/06, Samúel Jónasson [EMAIL PROTECTED] wrote: Solved it. Actually I was complicating things when trying to use the samples in other articles. Do this if you are interested in checking: - Create a skin.swf - Create one symbol and export it as Button_up - Publish to build the swf. - Use the following to include the skin at runtime. package { import flash.display.*; import flash.errors.*; import flash.events.*; import flash.system.*; import flash.net.*; public class SkinTest extends Sprite{ private var theSkin:Loader; public function SkinTest(){ loadSkin(); } private function loadSkin():void{ theSkin = new Loader(); theSkin.contentLoaderInfo.addEventListener(Event.COMPLETE , skinLoadedHandler); theSkin.load(new URLRequest(skin.swf)); } private function skinLoadedHandler(event:Event):void{ // try to use symbol from skin.swf var asset:Sprite = getSkinAsset(Button_up); addChild(asset); } private function getSkinAsset(skinAsset:String){ var assetClass:Class = theSkin.contentLoaderInfo.applicationDomain.getDefinition(skinAsset) as Class; var asset:Object = new assetClass(); return asset; } } } I hope this helps someone. Sammi Samúel Jónasson wrote: His. thank you for your response. I had read this article as well but didn't find the solution to my problem. It is really important for me not to have to compile my app when the skin changes - so they need to load at runtime. So if I have two files: - assets.swf - app.swf ...the symbols in assets.swf have a auto generated classes. So a Star symbol would have a Star class generated on export. Then app.swf loads the assets.swf at runtime of with some magic ( as explained in some of the articles ) has access to the classes in assets.swf and can instantiate them. So if i need a star: var myStar:Star = new Star(); addChild(myStar); ...and I get the symbol created in assets.swf. Matthew Ganz wrote: hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http
[Flashcoders] Using assets from external SWF
Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Using assets from external SWF
hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Using assets from external SWF
His. thank you for your response. I had read this article as well but didn't find the solution to my problem. It is really important for me not to have to compile my app when the skin changes - so they need to load at runtime. So if I have two files: - assets.swf - app.swf ...the symbols in assets.swf have a auto generated classes. So a Star symbol would have a Star class generated on export. Then app.swf loads the assets.swf at runtime of with some magic ( as explained in some of the articles ) has access to the classes in assets.swf and can instantiate them. So if i need a star: var myStar:Star = new Star(); addChild(myStar); ...and I get the symbol created in assets.swf. Matthew Ganz wrote: hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Using assets from external SWF
Solved it. Actually I was complicating things when trying to use the samples in other articles. Do this if you are interested in checking: - Create a skin.swf - Create one symbol and export it as Button_up - Publish to build the swf. - Use the following to include the skin at runtime. package { import flash.display.*; import flash.errors.*; import flash.events.*; import flash.system.*; import flash.net.*; public class SkinTest extends Sprite{ private var theSkin:Loader; public function SkinTest(){ loadSkin(); } private function loadSkin():void{ theSkin = new Loader(); theSkin.contentLoaderInfo.addEventListener(Event.COMPLETE, skinLoadedHandler); theSkin.load(new URLRequest(skin.swf)); } private function skinLoadedHandler(event:Event):void{ // try to use symbol from skin.swf var asset:Sprite = getSkinAsset(Button_up); addChild(asset); } private function getSkinAsset(skinAsset:String){ var assetClass:Class = theSkin.contentLoaderInfo.applicationDomain.getDefinition(skinAsset) as Class; var asset:Object = new assetClass(); return asset; } } } I hope this helps someone. Sammi Samúel Jónasson wrote: His. thank you for your response. I had read this article as well but didn't find the solution to my problem. It is really important for me not to have to compile my app when the skin changes - so they need to load at runtime. So if I have two files: - assets.swf - app.swf ...the symbols in assets.swf have a auto generated classes. So a Star symbol would have a Star class generated on export. Then app.swf loads the assets.swf at runtime of with some magic ( as explained in some of the articles ) has access to the classes in assets.swf and can instantiate them. So if i need a star: var myStar:Star = new Star(); addChild(myStar); ...and I get the symbol created in assets.swf. Matthew Ganz wrote: hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Using assets from external SWF
Hmmm... it seems that AVM2 has solved the classic problem we had with Flash that forced us to use RSL to do this kind of thing? I mean, we couldn´t just load a swf and use it´s assets on the parent context and vice-versa... is it possible with flex 2? Marcelo. On 8/21/06, Samúel Jónasson [EMAIL PROTECTED] wrote: Solved it. Actually I was complicating things when trying to use the samples in other articles. Do this if you are interested in checking: - Create a skin.swf - Create one symbol and export it as Button_up - Publish to build the swf. - Use the following to include the skin at runtime. package { import flash.display.*; import flash.errors.*; import flash.events.*; import flash.system.*; import flash.net.*; public class SkinTest extends Sprite{ private var theSkin:Loader; public function SkinTest(){ loadSkin(); } private function loadSkin():void{ theSkin = new Loader(); theSkin.contentLoaderInfo.addEventListener(Event.COMPLETE, skinLoadedHandler); theSkin.load(new URLRequest(skin.swf)); } private function skinLoadedHandler(event:Event):void{ // try to use symbol from skin.swf var asset:Sprite = getSkinAsset(Button_up); addChild(asset); } private function getSkinAsset(skinAsset:String){ var assetClass:Class = theSkin.contentLoaderInfo.applicationDomain.getDefinition(skinAsset) as Class; var asset:Object = new assetClass(); return asset; } } } I hope this helps someone. Sammi Samúel Jónasson wrote: His. thank you for your response. I had read this article as well but didn't find the solution to my problem. It is really important for me not to have to compile my app when the skin changes - so they need to load at runtime. So if I have two files: - assets.swf - app.swf ...the symbols in assets.swf have a auto generated classes. So a Star symbol would have a Star class generated on export. Then app.swf loads the assets.swf at runtime of with some magic ( as explained in some of the articles ) has access to the classes in assets.swf and can instantiate them. So if i need a star: var myStar:Star = new Star(); addChild(myStar); ...and I get the symbol created in assets.swf. Matthew Ganz wrote: hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf
Re: [Flashcoders] Using assets from external SWF
Yes this is easy in Flex 2. And it's not just the assets that you can use. You can use anything in the loaded swf as if it was in the main movie. Sammi Marcelo de Moraes Serpa wrote: Hmmm... it seems that AVM2 has solved the classic problem we had with Flash that forced us to use RSL to do this kind of thing? I mean, we couldn´t just load a swf and use it´s assets on the parent context and vice-versa... is it possible with flex 2? Marcelo. On 8/21/06, Samúel Jónasson [EMAIL PROTECTED] wrote: Solved it. Actually I was complicating things when trying to use the samples in other articles. Do this if you are interested in checking: - Create a skin.swf - Create one symbol and export it as Button_up - Publish to build the swf. - Use the following to include the skin at runtime. package { import flash.display.*; import flash.errors.*; import flash.events.*; import flash.system.*; import flash.net.*; public class SkinTest extends Sprite{ private var theSkin:Loader; public function SkinTest(){ loadSkin(); } private function loadSkin():void{ theSkin = new Loader(); theSkin.contentLoaderInfo.addEventListener(Event.COMPLETE, skinLoadedHandler); theSkin.load(new URLRequest(skin.swf)); } private function skinLoadedHandler(event:Event):void{ // try to use symbol from skin.swf var asset:Sprite = getSkinAsset(Button_up); addChild(asset); } private function getSkinAsset(skinAsset:String){ var assetClass:Class = theSkin.contentLoaderInfo.applicationDomain.getDefinition(skinAsset) as Class; var asset:Object = new assetClass(); return asset; } } } I hope this helps someone. Sammi Samúel Jónasson wrote: His. thank you for your response. I had read this article as well but didn't find the solution to my problem. It is really important for me not to have to compile my app when the skin changes - so they need to load at runtime. So if I have two files: - assets.swf - app.swf ...the symbols in assets.swf have a auto generated classes. So a Star symbol would have a Star class generated on export. Then app.swf loads the assets.swf at runtime of with some magic ( as explained in some of the articles ) has access to the classes in assets.swf and can instantiate them. So if i need a star: var myStar:Star = new Star(); addChild(myStar); ...and I get the symbol created in assets.swf. Matthew Ganz wrote: hi. i don't have the answer to your question but i did see this post on keith peters' blog this morning that may help you out: http://www.bit-101.com/blog/?p=853 - Original Message - From: Samúel Jónasson [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Monday, August 21, 2006 10:31 AM Subject: [Flashcoders] Using assets from external SWF Hi everyone, I am trying to find out how to use external SWF as a library of assets that I can instantiate in my as3 projects. I have gone through several articles that almost explain this. One in particular is Loading Flex Skins at Runtime at http://blogs.adobe.com/kiwi/2006/07/ Basically I want to have my assets (skins, icons etc) in this external swf (assets.swf ) that I create in Flash 9. Then load that file with the Loader class at runtime in an as3 project and instantiate the classes of the assets to add them to the stage, once or more. Does anyone have a working sample of this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com