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Lesson 21. Controlling Sprites with Lingo > Using the Score to Animate the Arm

Using the Score to Animate the Arm

Before you start controlling sprites through Lingo, you will first create an animation using the score. Your score-based animation will provide a point of comparison when you create an animation with Lingo later in this lesson.

1.
Drag cast member 27 (Arm) to channel 1, frame 1. Then drag the arm to the far left edge of the stage and center it vertically.

This cast member is the robot arm in its most retracted state. You're going to place the arm in different positions on the stage to animate it.

2.
Choose Background Transparent from the Ink menu in the score.

This will remove the white background surrounding the robot arm.


Figure .


3.
Make sure the sprite in channel 1 spans frames 1to 30.

Director is preset to add new sprites with a duration of 28 frames. Just how much you have to move the sprite's end frame depends on how you previously set the Span Duration option in the Sprite Preferences dialog box (File > Preferences > Sprite).

Tip

A handy method to extend the sprite is to click the sprite; Shift+click channel 1, frame 30; and then choose Modify > Extend Sprite (Windows Ctrl+B, Macintosh Command+B).

4.
Click frame 10 of the sprite and choose Insert > Keyframe to establish a new keyframe (Windows Ctrl+Alt+K, Macintosh Option+Command+K). Move the robot arm in this keyframe to the upper edge of the stage.

The robot arm doesn't need to be in any particular location. It just needs to be in a different position than in frame 1. This 30-frame sprite now has three keyframes: at frame 1, at frame 10, and at the last frame.


Figure .


5.
Click frame 20of the sprite and choose Insert > Keyframe to establish a new keyframe. Move the robot arm in this keyframe to the right edge of the stage.

Again, the robot arm in this third keyframe doesn't need to be in any particular location. It just needs to be in a different position than in the keyframes at frames 1 and 10.

6.
Click frame 30 of the sprite. Move the robot arm in this keyframe to the bottom edge of the stage.

Once again, the sprite in this final keyframe doesn't need to be in any particular location, just in a different position than in the keyframes at frames 1, 10, and 20.


Figure .


7.
Rewind and play the movie.

The arm moves around the stage.

This animation is nothing new to you. By now, you should be very familiar with the use of keyframes to set up animations.


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