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| week 10a - director basics, director scripting basics | |||
director intro : |
Director is a multimedia authoring tool that has sound, graphics, video, Flash, and animation capabilities. In addition, it has a plug-in architecture that enables the user to add capabilities such as the serial communications that can be used to work with sensors, touch screens, etc.
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| resources : |
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| main features : | Cast - The Cast is where Director stores all of the elements used
in a presentation Stage - The Stage indicates where a cast member will appear on the screen at a particular point in time Score - The Score indicates when a cast member will appear on the stage Sprites - A sprite is one instance of a cast member when it is on the stage
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| the cast : | The Cast is where Director stores all of the elements used in a presentation. The cast can contain all different kinds of media, including video, graphics, text, audio, and scripts (ways to add more complex behavior to the Director movie). There are two primary ways of putting elements into the cast in preparation for using them in the movie: importing, or, inserting newly created cast members. Media elements that can be in the cast include: .jpeg, .gif, png, .psd, .wav, .aiff, .mov, .swf (yes, Flash movies can be imported). cast thumbnail view
Note: Most cast members become part of the Director movie when you import them. In other words, the files are inside the Director file. When you can move the Director movie around you do not need separately move the media in the cast. The exception to this is QuickTime videos. They are not included in the Director movie, and must therefore travel with the movie in the same directory. INSERT: You can create new graphic and text assets right in Director with the following steps:
The bitmap editor is similar to Photoshop and the text editor is similar to Microsoft Word. See Director's help function for more information, select HELP>DIRECTOR HELP, then select MEDIA and find the media type you want to edit. WORKING WITH CAST MEMBERS Once you have cast members imported or inserted, you can work with them in the cast. Naming: If you click on the cast member box in the Cast window, a text entry window become available at the top of the cast window. Use this to give your asset a name. Naming all of your assets will make finding and working with them later much easier Deleting: To delete a cast member, click on a cast member and use the Delete key, or select Edit>Clear Cast Members. You can select multiple cast members to delete them all at once. Moving. You can rearrange the cast members within the cast by clicking and dragging on the cast member. Normally, when you move a cast member, it will be inserted between existing cast members. Note the purple line as you move the cast member around the cast. This indicates where the cast member will be moved to.
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| stage and score : | You create a Director movie by placing cast members on the Stage and Score--this creates a sprite (note that some cast members such as sounds and scripts never appear on the stage, though they can put put into the score)
You place cast members by simply dragging them from the Cast window onto the Stage or Score. In either case, you need to view both Stage and Score, so that you know both where and when the cast member is placed. First, make sure the Stage and Score windows are open and visible. To view the Stage or Score, select Window>Stage or Window>Score. Note that once placed, a cast member is always on both the Stage and the Score at some point in time.
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| stage : | The stage serves two functions. First, it is where elements are positioned in the authoring process. Second, it is where the action of the Director movie takes place. You can adjust the size of the stage by selecting MODIFY>MOVIE>PROPERTIES
Selecting a sprite on the stage allows you to change its properties either by dragging, resizing, etc., or by making changes in the Property Inspector.
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| score : | The score is timeline of the Director movie and is composed of frames and channels. Events happen through time in a Director movie depending on how cast members are positioned on the score. If you want the same functionality of the property inspector in the score, the score can be set to display the "Sprite Toolbar" above the channels and frames by selecting: View>Sprite Toolbar.
Two approaches to using the score In many books and tutorials on Director, you will see discussions about animating sprites using the timeline. Let's call this the graphical animation approach. It involves having the sprites span many frames in the timeline, where the sprite is in different positions on the stage at different keyframes. So as the timeline progresses from one frame to the next, the sprite tweens between each keyframe, cause it to animate around on the stage. The advantage of this approach is that you can see the progress of time and the position of the sprites in a graphic representation. We are not using this approach in this class. Instead, we're using an approach which we'll call the loop on one frame approach. This method places all sprites on one frame, where the Director movie loops repeatedly. Sprites are moved and manipulated on the stage under software control using behaviors and Lingo scripting. I.e. there is no graphical prepresentation of the animation. We use this method because it's the best way to accomodate an interactive presentation where the objects on the stage respond to unpredictable input from the user. In this approach, the animation and manipulation is different everytime the application runs, and there is no way in a timeline setting to represent this. The score image above demonstrates a Director movie that uses this approach. In this movie, there are two scenes where each scene has a full set of interactivity indepenent of the other scene. Normally, Director loops on the single frame of the scene (using the loop on frame behavior), and sprites are manipulated with software. Some action by the user calls a script that moves the position on the timeline to the other scene, which has a different set of sprites (and one in common) from the the other scene. The Director movie then loops on the new scene until some action moves the playhead to another scene.
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| sprites : | Sprites are the objects representing when, where, and how cast members appear in the Director movie: i.e. the graphics on the stage. By creating multiple sprites, you can make a single cast member appear in different places and times in a movie. You create a sprite by dragging a cast member to the Stage or Score. Sprites are similar to instances of movieClips in Flash, in that they are instances of cast members. Creating sprites with their own animation is not as convienient as in Flash, but can be accomplished with the Film Loop capability. PLACING A SPRITE ON THE STAGE To place a cast member on the stage thereby creating a sprite, do the following:
MAKING A SPRITE BACKGROUND TRANSPARENT, CHANGING OPACITY By default, the background of an image you create is solid. For example, if you create a cast member that has a white background, the white rectangle of that background will be apparent as you put the sprite "in front of" other sprites. If you want this white background to be transparent, perform the following steps on the Sprite (not the cast member):
If you want to vary the opacity (i.e. make it translucent) of a sprite on the stage, perform the follow steps:
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| all materials on this web site © copyright 2004, Philip van Allen |
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