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Editing sprite frames
89
Switching a sprite’s cast members
To show different content while maintaining all other sprite properties, you exchange the cast
member assigned to a sprite. This technique is useful when you have tweened a sprite and you
decide to use a different cast member. When you exchange the cast member, the tweening path
stays the same.
To exchange cast members in the Score:
1
To change a cast member in every frame, select an entire sprite. To change a cast member only
in certain frames, select part of a sprite.
To select part of a sprite, press Alt and click the first frame that you want to select. Then press
Alt (Windows) or Alt (Macintosh) and click each additional frame that you
want to select.
2
Open the Cast window and select the cast member you want to use next in the animation.
3
Do one of the following:
■
Select Edit > Exchange Cast Members.
■
Click the Exchange Cast Members button on the Director toolbar (Window > Toolbar).
If you selected an entire sprite, Director replaces the cast member for the entire sprite.
Before cast members are exchanged, the sprite moves like this.
After cast members are exchanged, the sprite still moves in the same way, but it displays a different
cast member.
You can also use Lingo or JavaScript syntax to switch the cast member assigned to a sprite. For
more information, see
“Assigning a cast member to a sprite with Lingo or JavaScript syntax”
on page 80
.
Editing sprite frames
To change how a sprite is selected and how keyframes are created, you use the Edit Sprite Frames
option. Use this option with sprites that have animation that you need to adjust frequently; it is
especially useful for cell animation in which each frame contains a different cast member in a
different position.
Ordinarily, clicking a sprite on the Stage or in the Score selects the entire sprite.
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...