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Where can you find Controls and Buttons?

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Where can you find Controls and Buttons?

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On many programs you will find all the tool that you need to animate at the top in drop-down menu form, or as a side bar on the left or right hand side of the screen.
If you click and drag over a tool there are usually other tools within the tool that you have selected.

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A control is a tool or something that you used to animate to adjust an image. as a example of this is the fill tool which is a control.

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Up - when the mouse is anywhere other than the button
Over - When the mouse is over the button - can call it a rollover state.
Down - When you have clicked on a button it changes the state to activate something in a script.
Hit - The area around the button where the curser will change to show that it is a button

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Frames - a Key frame in animation is a drawing that defines the start and end of any smooth transition. They are called frames because their position in time is measured in frames on a strip of film.
Symbols - a symbol is a graphic, button, or movie clip that you create once and then you can reuse this throughout your document or other documents

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Allows for pre/post processing of a scene with extras applied to certain objects if the user is allowed to interact with the scene.
Some of the extras can include Physics or changing how a scene object behaves.
Scripts can be coded in C, C#, Java, JavaScript, Lua, Python, *the list continues*.

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Buttons, what are they used for?What The Four States Are? Define each state.

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Buttons, what are they used for?What The Four States Are? Define each state.

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Buttons in Animate (formerly Flash Professional) are symbols that contain four frames. Each frame of a button symbol represents a different state for the button: Up, Over, Down, and Hit. These states determine how a button visually behaves when the mouse is rolled over it or when the user clicks the button.

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A key frame in animation and filmmaking is a drawing that defines the starting and ending points of any smooth transition. The drawings are called "frames" because their position in time is measured in frames on a strip of film.

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In media production, a key frame is a location on a timeline which marks the beginning or end of a transition. It holds special information that defines where a transition should start or stop. The intermediate frames are interpolated over time between those definitions to create the illusion of motion.

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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. For example the alpha/opacity of a bitmap cannot be keyframed for dissolves but a symbol can be.

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Adobe Animate documents include a library, which contains all of the media assets used in the animation. This can include vector graphics which have been created in Adobe Animate itself, or media which has been imported to be used within the document. The advantage of using a library is that it stores and sorts all of your important assets which you may need to access quickly, multiple times.

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By taking advantage of the Dynamic Link feature of Adobe software, various media such as Photoshop PSD files can also be imported into Animate. This allows separate layers of the Photoshop document to be animated, without having to export each of the layers as a separate image.

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Tweening is short for in-betweening. It is the process of generating intermediate frames between two images, to give the impression that the first frame changes smoothly into the image. This can involve changing the position, scale, rotation and opacity of objects.