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MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR - Page 91

MACROMEDIA DIRECTOR MX 2004-USING DIRECTOR
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Frame-by-frame animation 91
To animate a sprite with multiple cast members:
1 Create a sprite by placing the first cast member in the animation on the Stage in the appropriate
frame.
2 Change the length of the sprite as needed.
Drag the start or end frame in the Score, or enter a new start or end frame number in the
Sprite Inspector.
3 Select View > Display > Cast Member.
This setting displays the name of the cast member on each sprite. For more information, see
“Displaying sprite labels in the Score on page 62.
4 Select View > Sprite Labels > Changes Only.
This setting changes the view of the Score to show the name of each sprites cast member when
it changes. This makes it easy to identify frames where the cast member changes. For more
information, see “Displaying sprite labels in the Score” on page 62. You may also want to zoom
the score to 800% so the frames are wide enough to display the cast member information.
5 Select Edit > Edit Sprite Frames.
Edit Sprite Frames makes it easier to select frames within a sprite. For more information, see
“Editing sprite frames” on page 89.
6 Select the frames in the sprite where you want a different cast member to appear.
7 Open the Cast window and select the cast member you want to use next in the animation.
8 Select Edit > Exchange Cast Members.
Director replaces the cast member in the selected frame with the cast member selected in the
Cast window.
9 Repeat steps 6-8 to complete the animation. Select Edit > Edit Entire Sprite when you are done.
Sometimes a series of cast members placed in the Score jumps unexpectedly when you play the
movie. This occurs because the cast members’ registration points are not aligned properly. When
you exchange cast members, Director places the new cast members registration point precisely
where the previous cast members registration point was. By default, Director places registration
points in the center of a bitmap cast members bounding rectangle.
For information about aligning registration points, see “Changing registration points
on page 112. You can also align sprites relative to their bounding rectangles. For more
information, see “Positioning sprites using guides, the grid, or the Align window” on page 66.

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