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Points to remember

In this chapter, we've touched upon the following:

  • We discussed the basics of animation in Director: assembling a Cast, adding Cast members to the Score (and thereby onto the Stage), and getting Cast members to move around.

  • We discussed the distinctions among Cast members, sprites, andsprite segments. Cast members are media elements in a Cast database, sprites are their representations on the Stage, and sprite segments are those representations in sequence across the timeline of the Score.

  • The registration point is what Director considers the physical center of a bitmap Cast member. You can relocate the point in the Paint window to affect where the Cast member appears on the Stage.

  • Each physical element placed on the Stage has a bounding box, a square area that's as large as the outer perimeter of the object itself. It's always a rectangle, and it appears only when a sprite is selected. You can change the proportions of the box to change the appearance of a sprite, without changing the original Cast member from which the sprite is derived.

  • The main method of animation in Director is step recording. It involves placing the same Cast member in multiple Score frames, in slightly different positions.

  • Step recording is made somewhat less tedious with auto-animation tools such as Extend Sprite, Sprite Tweening, and Space to Time.

  • The Exchange Cast Member function allows you to easily swap in new Cast members for a sprite or sprite segment.

  • Other ways to introduce a sense of animation are by using ink effects to vary modes of display for individual sprites and by modifying the size of sprites.



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