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MACROMEDIA DIRECTOR MX-USING DIRECTOR MX - User Manual

MACROMEDIA DIRECTOR MX-USING DIRECTOR MX
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Using Director MX
Macromedia Director MX

Table of Contents

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Summary

INTRODUCTION

Getting Started

Overview of Director MX, including system requirements, installation, new features, and resources for learning.

Installing Director

Step-by-step instructions for installing Director on Windows or Macintosh computers.

What’s new in Director MX

Highlights new features and improvements in Director MX, focusing on power and integration.

Integration with other Macromedia MX products

Details Director MX's integration with other Macromedia MX family products like Flash MX.

Accessible content

Explains how Director MX allows creation of content meeting accessibility guidelines.

Enhanced power of Director

Discusses new features enhancing Director's power for multimedia content creation and debugging.

Resources for learning Director

Lists resources like books, online help, and the Director MX website for learning.

Director Help

Describes Director Help as a comprehensive information source for features and Lingo.

Director MX tutorials

Recommends starting with the Director MX Basics Tutorial and 3D Tutorial.

Conventions used in Director Help and printed books

Explains typographical and symbolic conventions used in documentation.

CHAPTER 1 Director Basics

Introducing the Director workspace

Identifies the default windows in the Director layout: Stage, Score, Cast, and Property inspector.

The Stage

Describes the Stage as the visible portion of a movie where media elements appear.

The Control panel

Explains the Control panel's function in governing movie playback in the authoring environment.

The Score

Details the Score's organization and control of movie content over time using channels.

The Cast window

Describes the Cast window for viewing and organizing media elements (cast members).

The Property inspector

Explains the Property inspector for viewing and changing attributes of selected objects.

Setting Stage and movie properties

Details how to set Stage and movie properties like size, color, and channels.

About Sprites

Defines a sprite as an object controlling cast member appearance and behavior in a movie.

Docking panels

Explains how to dock panels to each other or to docking channels for workspace customization.

Saving panel layouts

Describes how to save and restore custom panel layouts for workspace configuration.

Using markers

Explains how to use markers to identify fixed locations in a movie for navigation.

About adding interactivity with Lingo

Discusses Lingo's role in adding interactivity and controlling movie elements.

About using Xtra extensions to extend Director functionality

Explains Xtra extensions as software components that extend Director's functionality.

About distributing movies

Covers choices for distributing movies, such as Shockwave format or projectors.

CHAPTER 2 Director MX Basics Tutorial

What you’ll learn

Outlines the basic skills covered in the tutorial for building a Director movie.

About the Director metaphor

Explains Director's movie metaphor: cast, score, stage, and director.

View the completed movie

Guides the user to view the completed tutorial movie to understand the final outcome.

Set up the movie

Instructs on arranging the workspace and setting movie properties like Stage size and color.

View your cast members

Explains how to use the Cast window to view and manage media elements (cast members).

Edit a text cast member

Details how to edit a text cast member to improve its graphic design.

Build the first scene

Guides the creation of the first scene by adding sprites to the Stage.

Add buttons to the Stage

Explains how to add buttons to the Stage for scene completion.

Edit sprites in the Score window

Describes how to view and edit sprites within the Score window.

Change the default length of sprites

Explains how to change the default duration of sprites using Sprite Preferences.

Create an animation

Guides the creation of a simple sunset animation using tweening.

Draw using the Paint window

Instructs on using the Paint window to create bitmap graphic cast members like clouds.

Fill the shape with color

Details how to fill a drawn shape with color, including gradients.

Create a vector shape cast member

Explains how to create vector shapes and their advantages over bitmaps.

Animate the cloud

Guides the process of adding a cloud sprite and creating animation using tweening.

Change the tempo of an animation

Explains how to adjust sprite speed and animation tempo in the Score.

Add navigation buttons

Covers adding navigation buttons to scenes for user interaction and movie flow.

Write Lingo scripts to control movie playback

Introduces Lingo for implementing user interaction and multimedia effects.

Import a cast digital video member

Explains how to import digital video cast members, noting they are always linked.

Publish your movie for the web

Details the process of publishing a movie for web playback using default settings.

CHAPTER 3 Director MX 3 D Tutorial

What you’ll learn

Outlines the tutorial's coverage of 3D basics, including text creation and behavior usage.

What you should know

Recommends prior knowledge of Director basics and behaviors before starting the 3D tutorial.

Create 3 D text

Explains how to create 3D text by converting 2D text and using the Property inspector.

Modify the 3 D text

Details how to alter the appearance of 3D text using the Property inspector's 3D Extruder tab.

Rotate the 3 D text

Guides on using Library behaviors to rotate 3D text and adjust its speed.

View a 3 D world

Describes how to view the 3D world and its constituent models and sprites.

Use the camera

Explains camera controls for viewing the 3D world from various angles and distances.

Apply the Pan Camera Horizontal behavior

Guides on applying the Pan Camera Horizontal behavior for controlling camera movement.

Apply the first keyboard input trigger behavior

Explains how to add a keyboard trigger behavior to control actions like camera panning.

Dolly the camera

Demonstrates how to use the Dolly Camera behavior to move the camera closer or farther.

Set model rollover cursors

Explains how to change the mouse pointer to a hand when hovering over interactive objects.

Use 3 D behaviors for navigation

Shows how to use behaviors to add navigation to a 3D world based on pointer interaction.

Play your completed movie

Guides on playing the completed 3D movie and interacting with its elements.

CHAPTER 4 Cast Members and Cast Windows

Creating new casts

Explains the importance of creating casts for organizing media assets.

Creating cast members

Details methods for creating various types of cast members, including text and controls.

Using the Cast window

Describes the functions of the Cast window for organizing and displaying media.

Working with Cast panel groups

Explains how to group multiple casts into tabbed panels for better organization.

Moving cast members within the Cast window

Guides on how to move cast members to new positions or between casts.

Setting Cast window preferences

Details how to customize the appearance and behavior of the Cast window.

Changing Cast properties

Explains how to change Cast properties like name and memory loading.

Viewing and setting cast member properties

Describes how to view and set properties for individual or multiple cast members.

Launching cast member editors

Explains how to open cast members in internal or external media editors.

Finding cast members

Provides methods for searching cast members by name, type, or usage.

Importing cast members

Details the process of importing external media files as cast members.

About linking to files

Explains the advantages and considerations of linking to external media files.

CHAPTER 5 Sprites

Creating sprites

Guides on creating sprites by dragging cast members to the Stage or Score.

Changing sprite preferences

Explains how to control sprite behavior and appearance in the Score and on the Stage.

Selecting sprites

Details methods for selecting sprites, frames, and groups of sprites.

Layering sprites

Describes how sprite layering is determined by their channel and how to change it.

Displaying and editing sprite properties

Lists methods for monitoring and modifying sprite properties during movie authoring.

Locking and unlocking sprites

Explains how to lock sprites to prevent inadvertent changes during authoring.

Positioning sprites

Covers methods for positioning sprites precisely using coordinates or tools.

Using the Sprite Overlay

Details how the Sprite Overlay displays properties directly on the Stage.

Displaying sprite labels in the Score

Explains how sprite labels in the Score bars display key information about sprites.

Editing sprite properties with Lingo

Describes how to use Lingo to check and edit sprite properties during movie playback.

CHAPTER 6 Animation

About tweening in Director

Explains tweening as defining sprite properties in keyframes for Director to interpolate.

Tweening the path of a sprite

Guides on creating sprite paths by dragging keyframe indicators on the Stage.

Accelerating and decelerating sprites

Details using Ease-In and Ease-Out settings for natural motion in tweened sprites.

Tweening other sprite properties

Explains tweening size, rotation, skew, blend, and color for sprites.

Changing tweening settings

Describes how to adjust tweening properties using the Sprite Tweening dialog box.

Switching a sprite’s cast members

Explains how to exchange cast members for a sprite while maintaining tweening path.

Editing sprite frames

Guides on using the Edit Sprite Frames option for adjusting animation.

Frame-by-frame animation

Describes creating animation using a series of cast members in sprites.

Shortcuts for animating with multiple cast members

Introduces Cast to Time and Space to Time commands for animating with multiple cast members.

Using the Cast to Time command

Explains how to move cast members to the Score as a single sprite.

Using the Space to Time command

Details moving sprites from adjacent channels to a single sprite.

Using film loops

Explains using film loops as animated sequences like single cast members.

Setting film loop properties

Guides on setting film loop properties for cropping, scaling, and muting sounds.

Step-recording animation

Describes animating frame by frame by recording sprite positions.

Real-time recording animation

Explains creating animation by recording sprite movement while dragging.

Linking a sequence with Paste Relative

Details Paste Relative for aligning sprite start frames with preceding sprite end frames.

Animating sprites with Lingo

Explains how Lingo can create and modify animation based on movie conditions.

CHAPTER 7 Bitmaps

Bitmaps and vector shapes

Compares bitmaps (pixel grids) and vector shapes (mathematical descriptions).

About importing bitmaps

Details importing bitmaps, including color depth and palette considerations.

Using animated GIFs

Explains importing and setting properties for animated GIFs.

Using the Paint window

Describes the Paint window's tools and controls for creating bitmap cast members.

Changing selected areas of a bitmap

Guides on repositioning and affecting selected areas using Lasso or Marquee tools.

Flipping, rotating, and applying effects to bitmaps

Details using Paint window toolbar buttons to apply effects to bitmap selections.

Using Auto Distort

Explains Auto Distort for creating animated effects by gradually changing bitmaps.

Changing registration points

Guides on moving the registration point for sprites and controlling alignment.

Changing size, color depth, and color palette for bitmaps

Explains using Transform Bitmap to change size, color depth, and palette.

Controlling bitmap images with Lingo

Details how to control bitmap images using Lingo, including image objects.

Using gradients

Explains how to create gradients in the Paint window using color controls.

Using patterns

Describes selecting and editing patterns for fills and brush strokes.

Using Paint window inks

Explains using Paint window inks to create color effects for bitmap cast members.

Using bitmap filters

Details applying plug-in image editors (filters) to bitmap images.

Using filters to create animated effects

Explains using Auto Filter to create animated effects with bitmap filters.

Using onion skinning

Describes onion skinning for creating or editing animated sequences in the Paint window.

About the Paste as Pict option

Explains using Paste as Pict to retain PICT format when pasting into the cast.

Setting bitmap cast member properties

Guides on viewing and changing bitmap cast member properties.

Compressing bitmaps

Details compressing bitmap images for faster Internet downloading.

CHAPTER 8 Vector Shapes

Vector shapes and bitmaps

Compares vector shapes (mathematical descriptions) to bitmaps (pixel grids).

Drawing vector shapes

Guides on creating vector shapes using tools in the Vector Shape window.

Using vector shape drawing tools

Details using Pen, Rectangle, Rounded Rectangle, and Ellipse tools for drawing.

Choosing fill and line settings for vector shapes

Explains how to choose fill color, line width, and background color for vector shapes.

Editing vector shapes

Guides on editing vector shapes by moving, adding, or deleting control points.

Controlling vector shapes with Lingo

Describes using Lingo to modify vector shapes by setting properties and commands.

Setting vector shape properties

Explains how to view and change settings for selected vector shape cast members.

Using shapes

Describes creating simple shapes directly on the Stage using the Tool palette.

CHAPTER 9 Color, Tempo, and Transitions

Controlling color

Explains how Director manages colors and how to assign colors to movie elements.

Specifying palette index and RGB color

Discusses the difference between palette index and RGB color specifications.

Choosing colors for movie elements

Guides on using the Color menu and system color picker to select colors.

Changing colors in a color palette

Details how to define new colors for a color palette using window controls.

Changing color palettes during a movie

Explains how to change the active palette for specific frames in a movie.

Solving color palette problems

Provides guidelines for troubleshooting issues with incorrect image colors.

Setting palette cast member properties

Guides on viewing and changing properties for color palette cast members.

About tempo

Explains tempo as frames per second and how to control it using Score or Lingo.

Specifying tempo properties

Details how to set tempo settings in the Score's tempo channel.

Locking frame durations

Explains how to use Lock Frame Durations for consistent movie tempo.

Controlling tempo with Lingo

Describes using the puppetTempo command for overriding tempo settings.

Using transitions

Explains how transitions create brief animations between frames for visual flow.

Creating transitions

Guides on adding transitions to the Score's transition channel.

Setting transition cast member properties

Guides on viewing and changing properties for transition cast members.

CHAPTER 10 Text

Macromedia Director MX creates text that is editable

Highlights Director MX's text creation features: editable, anti-aliased, and compact.

Embedding fonts in movies

Explains embedding fonts to ensure proper display regardless of user's system.

Creating text cast members

Details methods for creating text cast members directly on Stage or in Text window.

Importing text

Guides on importing text from RTF, ASCII, or HTML documents.

Editing and formatting text

Describes multiple ways to edit and format text using inspectors and dialog boxes.

Selecting and editing text on the Stage

Explains the fastest way to edit text directly on the Stage.

Formatting characters

Details character formatting options like font, style, size, spacing, and color.

Formatting paragraphs

Guides on formatting paragraphs with alignment, indentation, tabs, and spacing.

Formatting entire cast members

Explains applying formatting changes to entire cast members for efficiency.

Formatting with the Text inspector

Describes the Text inspector's controls for formatting text on Stage or in Cast window.

About anti-aliased text

Explains anti-aliasing for smoother text appearance and its default setting.

About kerning

Defines kerning as specialized character spacing for improved appearance.

Finding and replacing text

Guides on using Find > Text command to search for and replace text.

Creating a hypertext link

Details how to turn selected text into a hypertext link.

Working with fields

Compares field cast members to text cast members regarding editing and formatting.

Converting text to a bitmap

Explains how to convert text or field cast members to bitmaps for editing.

Mapping fonts between platforms for field cast members

Discusses the Fontmap.txt file for mapping fonts between Windows and Macintosh.

Setting text or field cast member properties

Guides on viewing and changing text/field cast member properties.

Formatting text or field cast members with Lingo

Explains using Lingo to specify text properties like anti-aliasing and kerning.

Controlling scrolling text with Lingo

Details Lingo commands for scrolling text and determining text location.

CHAPTER 11 Using Flash and Other Interactive Media Types

Using Flash Movies

Explains incorporating Flash vector-based animation into Director movies.

Adding a Flash movie cast member

Guides on creating Flash cast members and setting properties.

Editing a Flash cast member

Details launching Flash authoring tool from Director to edit Flash cast members.

Controlling a Flash movie with Lingo

Explains using Lingo for precise control over Director streaming and Flash movie display.

Controlling a Flash movie’s appearance with Lingo

Describes using Lingo to control Flash movie appearance on Stage and bounding rectangle.

Flipping, rotating, and skewing Flash sprites

Explains how Lingo can flip, rotate, and skew Flash sprites during movie playback.

Colorizing and blending Flash sprites

Details using Lingo to change sprite color and blend as the movie plays.

Scaling Flash movies

Explains using Lingo to scale Flash cast members and sprites.

Obeying a Flash movie’s cursor settings

Describes allowing Flash sprites to use cursor settings defined in the Flash movie.

Controlling a Flash movie’s bounding rectangle and registration points

Explains using Lingo to control Flash movie bounding rectangle and registration points.

Placing Flash movies on the Stage

Details Lingo commands to control Flash movie appearance on Stage and overlaps.

Streaming Flash movies with Lingo

Explains Lingo for controlling and monitoring streaming Flash movies.

Playing back Flash movies with Lingo

Describes using Lingo to control Flash movie playback and interactivity.

Controlling Flash movie playback with Lingo

Guides on using Lingo to control tempo, frame, start, stop, pause, and rewind.

Using Lingo to set and test Flash variables

Explains sprite functions for accessing ActionScript variables in Flash sprites.

Sending Lingo instructions from Flash movies

Details how Flash movies can send Lingo instructions to Director movies.

Using Flash objects in Lingo

Explains creating Flash ActionScript objects and accessing their properties.

Setting callbacks for Flash objects

Guides on setting up callback handlers for events generated by Flash objects.

CHAPTER 12 Sound and Synchronization

You can give your movie added appeal by including sound

Highlights the use of sound for enhancing movie appeal and controlling its quality.

Sound makes significant demands on a computer’s processing power

Discusses sound's impact on performance and the need for careful management.

Lingo gives Director more flexibility when playing sound

Explains how Lingo offers more flexibility for playing sound than the Score alone.

Importing internal and linked sounds

Details importing sounds as internal or linked cast members.

Setting sound cast member properties

Guides on setting sound cast member properties like looping and unload priority.

Controlling sound in the Score

Explains how to control sounds in the Score using sound channels.

Playing sounds with Lingo

Describes using Lingo to play and control sounds independently of the Score.

Playing sound cast members

Guides on controlling how sound cast members play after import.

Playing external sound files

Explains how to play external sound files that are not imported as cast members.

Controlling sound channels

Details how to use Lingo to control sound channels and actions based on sound.

About Shockwave Audio

Explains Shockwave Audio technology for compressing and streaming sounds.

Compressing internal sounds with Shockwave Audio

Guides on compressing internal sounds using Shockwave Audio settings.

Streaming linked Shockwave Audio and MP3 audio files

Explains how Director streams compressed Shockwave Audio and MP3 files.

Playing Shockwave Audio and MP3 audio with Lingo

Describes using SWA Lingo to control streaming sounds and determine stream progress.

Synchronizing media

Explains synchronizing media events with cue points in sound or digital video.

Synchronizing sound with Lingo

Guides on synchronizing movie actions with sound cue points using Lingo.

CHAPTER 13 Using Video

You can give your Macromedia Director MX movie added appeal by including digital video

Highlights digital video's role in enhancing movie appeal with animation and sound.

Director supports QuickTime video for Windows and Macintosh

Lists Director's support for QuickTime, Video for Windows (AVI), and RealMedia.

Lingo gives Director more flexibility when playing digital video

Explains how Lingo enhances digital video control beyond Score capabilities.

Importing digital video

Details importing digital video cast members, noting they remain linked to external files.

Using the Video window

Describes how to preview digital video cast members or sprites in the Video window.

Setting digital video cast member properties

Guides on controlling digital video properties like framing and Direct to Stage.

Playing digital video direct-to-Stage

Explains Direct to Stage for optimal digital video playback performance.

Controlling digital video in the Score

Details adding digital video cast members to the Score and extending sprite frames.

Playing digital video with Lingo

Explains how Lingo controls digital video playback features like pause and rewind.

Determining digital video content with Lingo

Describes using Lingo to determine digital video content like time units and track types.

Turning on and off digital video tracks with Lingo

Guides on controlling digital video tracks, enabling or disabling them with Lingo.

Controlling QuickTime with Lingo

Explains using Lingo to control QuickTime video appearance, sound, and VR panning.

Cropping digital video

Details cropping digital video by trimming edges using the Property inspector.

About using digital video on the Internet

Discusses handling digital video on the Internet, including streaming and linking.

Preloading AVI digital video

Explains eliminating loading delays by preloading AVI digital video.

Synchronizing video and animation

Guides on synchronizing video and animation using cue points and Lingo.

Using RealMedia content in Director

Details RealMedia support in Director, including playback and scripting.

RealMedia cast members

Describes RealMedia cast members as linked assets referencing external streams.

RealMedia video

Explains RealVideo rendering and layering capabilities within Director.

RealMedia audio

Discusses RealAudio processing via Director or RealPlayer, and Lingo sound control.

The RealMedia tab in the Property inspector

Details the RealMedia tab's properties for controlling cast members and sprites.

CHAPTER 14 Behaviors

A behavior in Macromedia Director MX is prewritten Lingo script

Defines behaviors as prewritten Lingo scripts for interactivity and effects.

Attaching behaviors

Guides on attaching behaviors from the Library palette to sprites or frames.

To attach a behavior to a single sprite or frame using the Library palette

Details the drag-and-drop method for attaching behaviors from the Library palette.

To attach behaviors that are already attached to a sprite or frame

Explains how to attach existing behaviors using the Behavior inspector.

Changing the order of attached behaviors

Guides on changing the execution order of behaviors attached to sprites.

Getting information about behaviors

Describes how to view descriptions and instructions for behaviors in the Behavior inspector.

Creating and modifying behaviors

Explains how to create and modify behaviors using the Behavior inspector or Lingo.

Writing behaviors with Lingo

Details how to author custom behaviors using Lingo, including parameters.

Setting up a Parameters dialog box

Explains how to make behaviors flexible by allowing user customization of parameters.

Customizing a behavior’s property

Guides on how Director lets users set initial property values via the Parameters dialog box.

Creating an on getPropertyDescriptionList handler

Explains how to build a property list for a behavior using this handler.

Sending messages to behaviors attached to sprites

Details how Lingo can run handlers in attached behaviors by sending messages.

Using inheritance in behaviors

Explains how behaviors can use ancestor scripts for handlers and properties.

CHAPTER 15 Navigation and User Interaction

Adding interactivity lets you involve your audience

Highlights how interactivity engages audiences through keyboard, mouse, and web interaction.

Creating basic navigation controls with behaviors

Guides on creating basic navigation controls like moving playhead or stopping.

Adding push buttons, radio buttons, and check boxes

Explains adding built-in UI elements for interactivity in movies.

Jumping to locations with Lingo

Details Lingo features for jumping to frames, movies, or Internet locations.

Detecting mouse clicks with Lingo

Explains how Lingo detects various mouse actions like clicks and double-clicks.

Making sprites editable and draggable

Guides on making sprites editable or draggable using the Property inspector.

Making sprites editable or moveable with Lingo

Explains how Lingo can make sprites editable or moveable, with region constraints.

Checking which text is under the pointer with Lingo

Details Lingo's ability to detect text components under the mouse pointer.

Responding to rollovers with Lingo

Explains how to trigger actions when the mouse pointer rolls over a sprite.

Finding mouse pointer locations with Lingo

Guides on determining the mouse pointer's horizontal and vertical positions.

Checking keys with Lingo

Explains how Lingo detects the last key pressed by the user.

About animated color cursors

Describes using bitmap cast members for animated cursor images.

Creating an animated color cursor cast member

Guides on creating animated color cursor cast members using the Cursor Properties Editor.

Using an animated color cursor in a movie

Explains how to switch to an animated color cursor using Lingo commands.

CHAPTER 16 Writing Scripts with Lingo

Lingo, the scripting language of Macromedia Director MX

Introduces Lingo as the scripting language for controlling movies and events.

Scripting basics

Provides an introduction to basic Lingo scripting concepts for Director.

Types of scripts

Describes the four types of scripts used in Director: behaviors, movie, parent, and cast member scripts.

How scripts flow

Explains how Director executes Lingo statements sequentially or based on conditions.

About planning and debugging scripts

Emphasizes careful planning, testing, and debugging for script development.

Performing common tasks

Details common tasks for creating, attaching, and opening scripts.

To create a frame behavior (script attached to a frame)

Guides on creating frame behaviors by double-clicking the behavior channel.

To keep the playhead in a single frame

Explains how to use a frame behavior to loop the playhead within a single frame.

To create a sprite behavior (script attached to a sprite)

Guides on creating sprite behaviors by attaching scripts to sprites.

Lingo terminology

Summarizes important Lingo terms, grammar rules, and punctuation.

Using lists

Explains how to track and update data using linear and property lists.

About variables

Defines variables as storage for values that can change during movie playback.

Storing and updating values in variables

Details using operators and commands to store and retrieve variable values.

Using global variables

Explains global variables shared among handlers and movies.

Using local variables

Describes local variables that exist only within the handler where they are defined.

Expressing literal values

Defines literal values as statements or expressions used exactly as they are.

Writing strings

Details how Lingo treats strings as words enclosed in double quotation marks.

Controlling flow in scripts

Explains using if...then...else, case, and repeat statements for conditional actions.

Repeating an action

Guides on repeating actions a specified number of times or while a condition exists.

Troubleshooting Lingo

Provides basic debugging approaches for identifying and fixing Lingo script problems.

Basic debugging

Describes basic debugging strategies for identifying and locating problems in code.

Using the Message window

Explains using the Message window to test Lingo commands and monitor execution.

CHAPTER 17 3 D Basics

What you need to know

Outlines essential knowledge for using 3D in Director MX, including documentation.

From 2 D to 3 D

Explains the main components common to Director MX and earlier versions.

The 3 D Xtra

Details the 3D Xtra for importing and using 3D models and worlds.

Using the Shockwave 3 D window

Guides on inspecting and editing 3D cast member properties in the Shockwave 3D window.

Using the Property inspector for 3 D

Explains using the Property inspector's 3D Model tab to view and control 3D world aspects.

Using rendering methods

Details how to choose rendering methods based on hardware for optimal 3D display.

Using 3 D Anti-aliasing

Explains how anti-aliasing improves 3D graphics appearance by smoothing lines.

3 D behaviors

Introduces the four types of 3D behaviors: local, public, triggers, and independent.

3 D text

Guides on easily creating 3D text in Director MX by converting 2D text.

The 3 D world

Provides an overview of 3D cast member contents: models, lights, cameras, groups.

CHAPTER 18 The 3 D Cast Member, 3 D Text, and 3 D Behaviors

About the 3 D cast member

Describes the internal structure of a 3D cast member: model resources, models, lights, cameras.

Model resources

Explains model resources as 3D geometries used to render models, which are reusable.

Models

Defines models as visible objects in a 3D world that use model resource geometry.

Shaders

Explains shaders as methods defining model surface colors and reflectivity.

Textures

Describes textures as 2D images drawn on a 3D model's surface.

Motions

Defines motions as predefined animation sequences for models.

Lights

Explains lights as sources illuminating the 3D world.

Cameras

Describes cameras as view ports into the 3D world, controlling sprite views.

Groups

Defines groups as collections of models, lights, cameras associated together.

Creating 3 D text

Guides on creating 3D text by first creating 2D text and converting it.

Modifying 3 D text

Details how to modify 3D text properties using the Property inspector.

Lingo for 3 D text

Discusses Lingo commands and properties for working with 3D text.

3 D behaviors

Introduces the Director MX library of behaviors for building 3D environments.

Behavior types

Details the two types of 3D behaviors: trigger and action (local, public, independent).

Using the 3 D Behavior Library

Guides on accessing and applying 3D behaviors from the Library palette.

Local actions

Describes local actions that respond to triggers attached to the same sprite.

Public actions

Explains public actions that respond to triggers attached to any sprite.

Independent actions

Details independent actions that perform without requiring a trigger.

Applying 3 D behaviors

Guides on attaching 3D behaviors to sprites using the Library palette and Parameters dialog box.

About groups

Explains how groups let a single trigger initiate actions across multiple sprites.

CHAPTER 19 Working with Models and Model Resources

About models and model resources

Defines models as objects in the 3D world and model resources as their underlying geometry.

Model resources

Explains model resources as reusable 3D geometries used to display models.

Primitives

Describes basic 3D shapes (primitives) and their Lingo commands for defining appearance.

Sphere properties

Details properties for creating and modifying sphere primitives.

Cylinder properties

Details properties for creating and modifying cylinder primitives.

Box properties

Details properties for creating and modifying box primitives.

Mesh generator properties

Explains the complex mesh generator primitive for creating custom geometries.

Particle system properties

Describes properties for creating particle systems with default animation.

Collision modifier properties

Explains how to notify models of and respond to collisions.

Animation modifiers

Details modifiers for playing back animations like keyframe and bone animations.

Bones player commands

Lists commands for working with bones animations, including play, queue, and pause.

Bones player properties

Details properties for controlling bones animations like playing, loop state, and blend time.

Keyframe player commands

Lists commands for working with keyframe animations.

Keyframe player properties

Details properties for controlling keyframe animations like playback and loop state.

Mesh deform modifier properties

Explains how the mesh deform modifier affects model resources and models.

Shaders

Defines shaders for controlling model surface colors and reflectivity.

Textures

Describes textures as 2D images drawn on 3D models for surface appearance.

Motions

Defines motions as predefined animation sequences for models.

Lights

Explains lights as sources illuminating the 3D world.

Cameras

Describes cameras as view ports into the 3D world, controlling sprite views.

Groups

Defines groups as collections of models, lights, cameras associated together.

CHAPTER 20 Controlling the 3 D World

3 D Lingo events

Explains using registerForEvent to specify handlers for specific events in cast members.

Collisions

Details attaching the collision modifier to respond to collisions with other models.

Collision modifier properties

Explains properties like enabled and resolve for controlling collision responses.

Selecting models (picking)

Describes determining which models were clicked within a 3D sprite using Lingo.

Vector math

Explains 3D vectors and operations for intelligent movement and rotation.

Transforms

Defines transforms as data objects for model position, orientation, and scale.

Rendering functionality

Explains the Director global rendererServices object and its properties.

Movie properties

Details properties to control the renderer used by the movie.

Cast member properties

Explains how to control most cast member properties using the Property inspector.

Sprite properties

Details properties for working with 3D sprites in Lingo.

CHAPTER 21 Movies in a Window

Macromedia Director MX can play several movies simultaneously

Explains creating windows (MIAWs) to play multiple movies simultaneously.

Creating a MIAW using Lingo

Guides on creating MIAWs by specifying window rectangle and movie filename.

Opening and closing a MIAW

Details commands to open and close movies in separate windows.

Setting the window type for a MIAW

Explains selecting from seven styles of windows for MIAWs.

Setting the window size and location for a MIAW

Guides on controlling MIAW size and screen coordinates.

Cropping and scaling a MIAW

Describes using Lingo to crop or scale a MIAW.

Controlling the appearance of a MIAW

Explains using Lingo to control window visibility, order, and title.

Listing the current movies in windows

Details using the windowList property to display known MIAWs.

Controlling interaction between MIAWs

Explains how movies can interact by sending Lingo messages.

Controlling events involving MIAWs

Describes using event handlers for events occurring while a MIAW is playing.

CHAPTER 22 Using the XML Parser Xtra

The XML Parser Xtra lets Macromedia Director MX movies read

Introduces the XML Parser Xtra for reading, parsing, and using XML documents.

About XML

Explains XML's similarity to HTML but with custom tags and no visual component.

Using XML parser objects

Guides on creating parser objects and parsing XML data using Lingo.

Using XML document nodes

Details accessing nodes (tags, character data, processing instructions) in XML documents.

Accessing attributes

Explains using Lingo attributeName and attributeValue properties to access tag attributes.

Treating white space

Discusses how the XML Parser Xtra treats white space and the ignoreWhiteSpace() function.

XML and character sets

Explains XML's adherence to UTF-8 character set and other supported character sets.

CHAPTER 23 Making Director Movies Accessible

As a Macromedia Director MX author, you might want to provide ways

Highlights Director's accessibility features for users with disabilities.

About government requirements

Discusses U.S. government requirements for multimedia accessibility.

Making Director movies accessible

Guides on making movies accessible using behaviors or custom Lingo scripts.

Using the Speech Xtra

Explains the Speech Xtra for enabling Director's text-to-speech capability.

Testing the Speech Xtra

Provides a simple test to verify correct Speech Xtra configuration.

Using the Accessibility behavior library

Details Accessibility behaviors for keyboard navigation, text-to-speech, and captioning.

Enabling keyboard navigation

Guides on making sprites navigable with the keyboard using Accessibility behaviors.

Applying the Accessibility Keyboard Controller behavior

Explains applying the Accessibility Keyboard Controller to editable text sprites.

Enabling text-to-speech

Guides on adding text-to-speech capability to make movies accessible to visually impaired users.

Using captioning

Explains adding text captioning to movies for hearing-impaired users.

Using accessibility Lingo

Details writing custom Lingo scripts for text-to-speech and keyboard navigation.

CHAPTER 24 Managing Memory

Macromedia Director MX has effective built-in memory management

Highlights Director MX's memory management for optimizing performance.

How Director unloads items from memory

Explains the process of automatic unloading of cast members from memory.

Loading and unloading individual cast members

Guides on using Lingo commands to force cast members to load or unload from memory.

Preloading digital video

Recommends not preloading digital video to avoid memory issues.

CHAPTER 25 Managing and Testing Director Projects

Managing Director projects

Provides guidelines for managing resources and file organization for Director projects.

About testing movies to avoid problems

Discusses the importance of testing movies during development to prevent issues.

Testing early in development

Emphasizes testing functionality early to catch minor problems.

Testing often during development

Recommends testing small parts of the movie as features are added.

Testing on all target platforms

Guides on determining system requirements and testing across various configurations.

Testing strategies

Suggests strategies like previewing in browser and isolating problems.

CHAPTER 26 Packaging Movies for Distribution

When you finish authoring your Macromedia Director MX movie

Discusses choices for preparing movies for distribution: Shockwave format or projector.

Shockwave browser compatibility

Lists browsers and versions compatible with Shockwave plug-in or ActiveX control.

Previewing a movie in a browser

Guides on previewing movies in a browser to check design, Lingo, and performance.

About Xtra extensions

Explains that Xtra extensions must be installed on the user’s system.

Managing Xtra extensions for distributed movies

Details managing Xtra extensions for inclusion or download in projectors and Shockwave.

About distribution formats

Explains Director movie distribution formats: Shockwave (DCR), projectors, and protected movies (DXR).

Creating Shockwave movies

Guides on saving work as a Shockwave (DCR) movie for web playback.

Using Publish default settings

Explains creating a Shockwave movie using the Publish command and default settings.

Changing Publish settings

Details changing Publish settings using the Publish Settings dialog box.

Setting movie options for browser resizing

Explains how movie behavior changes based on browser window resizing options.

About projectors

Discusses creating projectors for Windows and Macintosh.

Creating projectors

Guides on creating standard projectors and fast-start projectors.

Exporting digital video and frame-by-frame bitmaps

Explains exporting movies or parts as digital video or series of bitmaps.

Setting QuickTime export options

Guides on specifying options for exporting a movie as QuickTime digital video.

About organizing movie files

Recommends dividing large productions into smaller movies for easier management.

CHAPTER 27 Using Shockwave Player

Macromedia Director MX movies can use the Internet

Highlights Director MX's Internet capabilities: multiuser sessions, streaming, data retrieval.

About streaming movies

Explains streaming for immediate playback and background downloading of content.

About network operations

Discusses Director's ability to perform multiple network operations simultaneously.

Setting movie playback options

Guides on changing basic streaming settings like download frames and placeholders.

Setting Shockwave playback options

Details Shockwave playback options for users, including volume and context menus.

About creating multiuser applications

Explains using Flash Communication Server MX for creating multiuser movies.

About streaming with the Score and behaviors

Suggests arranging the Score and using behaviors for effective movie streaming.

Looping behaviors

Describes looping behaviors for returning playhead to a frame or pausing until media downloads.

Jumping behaviors

Explains jumping behaviors for skipping to frames or markers after media download.

Checking whether media elements are loaded with Lingo

Guides on using Lingo to check if media elements are available before movie proceeds.

Downloading files from the Internet with Lingo

Details using Lingo to obtain files from the Internet and manage network operations.

Using Lingo in different Internet environments

Discusses how Lingo features behave differently in browsers versus projectors.

Using Lingo with Internet security restrictions

Lists Lingo features unsupported in browsers due to Internet security concerns.

Testing your movie

Emphasizes thorough testing on various systems and connections before release.

About downloading speed

Discusses limiting file size for faster Internet downloads and managing network traffic.

MACROMEDIA DIRECTOR MX-USING DIRECTOR MX Specifications

General IconGeneral
NameMACROMEDIA DIRECTOR MX
DeveloperMacromedia
Release Date2002
VersionMX
Programming LanguageLingo
File Format.dir, .dxr, .dcr
Operating SystemMac OS

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