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Accelerating and decelerating sprites
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3
Insert keyframes in any additional frames where you want the sprite’s animation path to change.
4
Drag the red handle within the sprite to the place on the Stage where you want the sprite’s
path to end.
The red handle represents the sprite’s location in the end frame. For bitmaps, the red handle is
usually in the center of the image. For vector shapes and other media types, the handle is often
in the upper left corner.
5
Director displays the path the sprite follows. The tick marks along the path show the sprite
location in each frame in between.
6
To make the sprite’s path curve between more points, hold down the Alt key (Windows) or
Option key (Macintosh) and move the pointer on the Stage over a tick mark. When the pointer
changes color, drag the tick mark to a new location.
This creates a new keyframe and records the new location. Repeat this step to create additional
keyframes.
7
To make the property changes defined by a keyframe occur at a different time, drag the
keyframe in the Score to a new frame within the sprite.
8
To change the degree of curvature between keyframes, select Modify > Sprite > Tweening and
adjust the Curvature slider. To make the sprite move in the same direction at the beginning and
end, select Continuous at Endpoints in the Sprite Tweening dialog box. This creates a circular
motion. For more information, see
“Changing tweening settings” on page 88
.
Accelerating and decelerating sprites
To create more natural motion in tweened sprites, use the following settings in the Sprite
Tweening dialog box:
•
Ease-In and Ease-Out control how a sprite moves from its start frame to its end frame, no
matter how many keyframes are in between. Ease-In makes a sprite move more slowly in the
beginning frames; Ease-Out makes the sprite slow down in the ending frames. This setting
makes the sprite move more like an object in the real world.
Summary of Contents for DIRECTOR MX 2004-USING DIRECTOR
Page 1: ...DIRECTOR MX 2004 Using Director...
Page 16: ...16 Chapter 1 Introduction...
Page 82: ...82 Chapter 3 Sprites...
Page 98: ...98 Chapter 4 Animation...
Page 134: ...134 Chapter 5 Bitmaps...
Page 242: ...242 Chapter 10 Sound and Synchronization...
Page 274: ...274 Chapter 11 Using Digital Video...
Page 290: ...290 Chapter 12 Behaviors...
Page 302: ...302 Chapter 13 Navigation and User Interaction...
Page 334: ...334 Chapter 15 The 3D Cast Member 3D Text and 3D Behaviors...
Page 392: ...392 Chapter 16 Working with Models and Model Resources...
Page 418: ...418 Chapter 18 Movies in a Window...
Page 446: ...446 Chapter 22 Managing and Testing Director Projects...