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Chapter 11. Shockwave, Director, and Flash > Creating a Shockwave Animation

Creating a Shockwave Animation

Here is a simple example of creating a Shockwave animation in Director by using several existing frames of animation. (Before you perform this exercise, the Shockwave plug-in should be installed in your browser.) The example is extremely simple, designed merely to show the Shockwave creation process from beginning to end.

  1. Launch Director.

  2. Choose File/New/Cast to open the New Cast dialog, and name the cast Example.

  3. Click the first frame in the cast and choose File/Import to open the standard file dialog.

  4. Navigate to the example folder and choose Add All.

  5. Click the Import button to add all the frames to the cast. Notice that Director automatically imports the frames in proper order if the files are numbered.

  6. In the Cast window, Command+click all the cast members that make up the cels of the animation (right-click in Windows) to select them all.

  7. Choose Modify/Cast to Time. The cast members are placed on stage in a sequence as a sprite (see Figure 11.3). The cast members also appear on the first timeline in the Score with a duration equal to the number of frames in the new sprite (see Figure 11.4).

    Figure 11.3. Cast to Time puts cast members on stage as a single sprite.

    Figure 11.4. The sprite appears in the score.

  8. Click frame 0 in the score to move the time pointer to that frame; then select the sprite on the stage and drag it to the left side of the screen (see Figure 11.5).

    Figure 11.5. Move the sprite to the left side of the stage.

  9. In the Score, click the last keyframe for the sprite (represented by a small vertical bar) and then drag the sprite to the right side of the stage. This step changes the position of the sprite at that keyframe so that the sprite animates across the screen (see Figure 11.6).

    Figure 11.6. Drag the sprite across the stage.

  10. Click Play in the Control Panel to preview the animation.

  11. To adjust the timing for the animation, drag the last keyframe for the sprite from frame 10 to frame 60 in the Score. This step stretches the animation to take more time (see Figure 11.7).

    Figure 11.7. Stretch the animation by dragging the last key frame.

  12. To add a behavior to the sprite, choose Xtras/Behaviors to open the cast of preset behaviors. You can drag and drop behaviors onto objects to apply them. For this example, choose Frame: Hold On Current and drag it to frame 60 in the script track of the Score (see Figure 11.8).

    Figure 11.8. Drag behaviors from the library.

  13. Play the animation again to see the effect of this behavior. The timeline and the animation should play smoothly all the way to frame 60 and then stop.

  14. Add a user input behavior to the sprite. Drag the behavior Frame: Go to/Play Number to the sprite's timeline in the Score. A small dialog box opens, allowing you to specify parameters for the behavior. Enter 1 in the Frame box, choose Initializing Event: MouseUp and Play Mode: Go to, and click OK to accept the changes. Now, whenever the movie is playing or paused, clicking the sprite causes the movie to jump to frame 1 and begin playing again (see Figure 11.9).

    Figure 11.9. Clicking the sprite causes the movie to jump to frame 1.

  15. To make the movie play a sound when the viewer clicks the sprite, drag the behavior Sound: Play Member onto the Score. In the behavior's dialog box, choose the cast-member sound file to play (see Figure 11.10).

    Figure 11.10. Select a sound file to play when the mouse is clicked.

  16. Play the movie. Notice that when the movie pauses at the last frame, you can click the sprite, and the movie jumps to frame 1 and begins playing again. Any time you click the sprite, the sound plays also.

  17. Choose File/Save As Shockwave Movie to save the movie in Shockwave format.

  18. Drag the Shockwave movie to your browser's window to preview it. The movie should open and begin playing.



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