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    SM3117 Interactive Installation and Physical ComputingDirector Workshop I 26th January, 2005

    Introducing Macromedia Director MX 2004

    Key windows often used in Director MX 2004 : Stage, Cast, Score, Properties Inspector, Control panel andmessage window.

    The Environment

    P.1

    Score

    Score Library

    PlayPaint

    Vector shape Text Shockwave 3D

    StopRewind

    ScriptBehaviour Inspector

    Message

    Message

    Stage

    Stage

    Control PanelCast

    Cast

    Property Inspector

    P r ope r ty Ins pe ctor

    Menu Bar Shortcut to bring up different windows

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    The primary Director file. It contains one or more Casts and a Score. Its the only Director file you needfor most productions. Also called the movie file.

    The list of cast members used in a move. Also called the cast library.

    A single element, such as a bitmap, some text, a sound, a shape, a vector drawing, a Flash movie, or apiece of digital video. Also called a cast member.

    A chart showing which members appear on the Stage at certain times.

    An instant of time in Director. While you are working on a movie, the stage shows a single frame. Whilethe movie is animating, the stage moves through frames to create the visual effect of animation.

    A numbered position in the Score. Every sprite occupies a channel over a series of frames. The scorecan have as many as 1,000 channels, as well as a few special channels at the top. The specific chan-nel a sprite is in determines whether it gets down on top of or underneath another sprite. Also called asprite channel.

    The description of which member is shown, where it is in the Score, where it appears on the Stage, andmany other properties.

    The Cast PanelCast members-- The most basic elements of any Director movie. Almost any form of media can be represented inDirector as a cast member. Each type of cast member can be viewed or edited in the Media Editor panel.

    There are two viewing modes : List and Thumbnail mode

    Movie

    Cast

    Member

    Score

    Frame

    Channel

    Sprite

    Directors Terminology

    Exploring Windows and Panels

    click here to change view style

    P.2

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    Cast Member TypeHow you work with Cast member types vary greatly. Some can be created and edited in Director. Ohters need to becreated in programs such as video or sound-editing tools and then imported.

    Multiple / External CastsDirector allows you to break your members up into multiple cast libraires. The default Cast named internal. To

    create a new Cast, open the Cast panel and use the Choose Cast button menu at the upper left to choose the NewCast option. You can also choose File > New > Cast from the main menu bar.

    When you create a new cast, you have the choice of whether this new cast should be internal or external . Aninternal cast is stored in the same Director file as your default cast and the rest of the movies information. Anexternal cast is stored in its own file with a .cst extension.

    P.3

    Cast Member NameTab to switch between Casts

    Choose Cast /Create new Cast

    Icons representingdifferent Member Type

    Cast Member Properties

    Cast Member Number

    Property Inspector The most versatile and most useful tool panel in Director. Thispanel contains information about the current sprite selected. So itsappearance and function change constantly.

    It shows all the tab associated with the selected items. For instance, if you have a bitmap sprite selected, the Property Inspec-tor will have Sprite, Behavior, Member, Bitmap, and Movie tabs.

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    hide / showeffect channels

    zoom menu

    The ScoreThe score is the real heart and soul of a movie. As you can see below, it is a chart of the contents of the movie.Time, represented by frames, goes across the Score, whereas sprite channels and other elements are listed asrows in the chart.

    The left side of the Score shows channel numbers. By default, the score has 150 sprite channels. You can changethe number of channels in a movie through the movies Properties Inspector.

    effect channels

    behaviour inspector behaviours ink

    marker

    sprite

    show/ hide sprite

    channel name

    channel number

    markers menu

    blend start / end frame

    tempopalette

    transitionsound

    frame script

    sprite channels

    Effects channels

    Tempo

    Palette

    Transition

    Sound

    Frame Script

    To specify the speed (fps) at which the movie moves through this frame. This setting persists untilanother frame contains a new setting to override it. You can also set the Tempo channel to pausefor a certain number of seconds.

    You can use the palette channel of the Score to set which palette is used in which frame.

    Predefined visual transition that can be applied to a frame. The transition defines how the frameappears as the movie goes from the preceding frame to the current one.

    The two Sound channels enable you to defind sounds that automatically play when a frame isshown. You can use even more sound channel in Lingo.

    You can place Lingo / JavaScript members that are meant to control that specific frame, the spriteson it, and the entire Director environment, as long as the movie is passing through that frame.

    ball

    The StageThe Stage is the only window that the end user will actually see. It is where all the visual action of a movie takes place.The Stage has two main purposes: 1) to show you a preview of what the users will see. 2) to allow you to positionsprites on the screen.

    You can change the actual Stage size by choosing Modify > Movie > Properties and looking at the Movie tab of theProperty Inspector.

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    The Message PanelThe Message window provides a way for you to test scripting commands and to monitor what is happening in your scripts while a movie plays.

    The Message window has an Input pane and an Output pane. The Input pane is editable. The Output pane is

    read-only. The only way to display text in the Output pane is by calling the put() or trace() functions.

    You can test Lingo and JavaScript syntax statements to see how they work by entering them in the Messagewindow and observing the results. When you enter a command in the Message window, Director executes thecommand immediately, regardless of whether a movie is playing.

    For example, if you type the following statement into the Message window:

    // JavaScript syntaxtrace(50+50);

    and press Enter, the result appears in the Output pane:

    // JavaScript syntax// 100

    inputpane

    script languagechooser

    outputpane

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    Using Text Members

    Using Field Members

    Working with Director member types

    Create TextDirector provides two ways to create text cast members: directly on the Stage or in the Text Editor window.

    To create text cast members directly on the Stage, use from the tool palette.

    To create text cast members in the Text window, open up the Text Editor by clicking the icon fromthe menu bar.

    You can set a variety of options to change the appearance of your text member. To change text member properties, use

    the Property Inspector . However, if you want to change the text properties (e.g. font, size, color etc.) of that textmember, you need to use the Text Inspector instead. (or you can actually do that inside the Text Editor window)

    Text ImportingDirector allows you to import text of various format into the movie. To import an external text file, choose File > ImportFile format supported by Director :RTF, HTML, ASCII (often called Text Only), Lingo, or JavaScript syntax

    Note: The Text tool is available when the Tool palette is in Classic or Default view. When in Flashcomponentmode, the tool becomes a textInput Flash component.

    Once the only text option in Director, field members are still useful for a variety of tasks. For one, they take up much lessspace than text members. The difference is even more dramatic when you use anti-aliased text in the text member.

    Field text is standard text controlled by your system software, the same as the text you see in dialog boxes and menubars. Director does not anti-alias field text or support paragraph formatting and tabs for fields. As with regular text, scriptcan control field text and specify whether field text is editable while a movie plays.

    Whereas regular text is best suited for large type that you want to look as good as possible, field text is an excellent

    choice for large blocks of smaller text in standard fonts (such as Times or Helvetica) that dont need to be anti-aliased.

    Note: The Field tool is only available when the Tool palette is in Classic view.

    Konwingwhen to use Textand when to useFields

    Must look smooth TextMust display quickly FieldMust not add too much to the file size FieldMust be capable of displaying indents TextConsistent line spacing TextMust be capable of displaying tables TextMust be capable of receiving imported RTF and HTML files TextMust be able to add borders and margins easily FieldMust be able to add a text shadow easily FieldMust be able to add hypertext links easily TextMust never change appearance from platform to platform Text

    Factor Which to use

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    Using Bitmaps

    Creating Vector Members

    Bitmaps are usually photographs, rendings, scanned image, or non-vector illustrations. You can created bitmaps in avariety of programs and then bring these images into Director by importing from a variety of standard formats. You canalso create and edit bitmaps by using Directors Paint Editor.

    Photoshop filter Director can borrow some Photoshop filters and use themon cast members or in the Paint Editor. You can do so bymaking an alias or shortcut to your Photoshop filtersfolder and placing it in the Director Xtras folder. You canalso copy filters, or folders of filters, into the Xtras folder.

    The simplest way to use filters is to apply them to anentire single cast member. Select that cast member in theCast and choose Xtra > Filter Bitmap. This bring up thefilter Bitmap dialog box, which organises the filters intocategories.

    There are two types of vector member in Director. Vector Shape andShape.Vector Shapes are created in the Vector Shape Window. (ChooseInsert > Media Element > Vector Shape).Shapes are created directly on the Stage with the Tool palette.

    There are little differences between them except that Director doesnot ant-alias Shape members. So they dont appear as smooth on theStage as vector shapes.

    You can edit bitmap images in Director with the Paint Editor. To fire up the PaintEditor, just double-click a bitmap castmember or using [Crtl + 5]

    Types of BitmapsBit DepthThe biggest difference between types of bitmaps is that theycan be of different bit depths. Bits refer to the amount of information stored for each pixel of a graphic. A 1-bit imagehas only one piece of information: on and off. An 8-bit imagehas eight pieces of information, which corresponds to 256possible combinations. With todays computers, there is littleneed to use anything less than 32-bit graphics.

    Formats which are supported in Director:BMP, GIF, JPEG, LRG, Photoshop, MacPaint, PNG, PICT,Targa, TIFF

    After you import any of these file formats into Director as abitmap, it no longer matters what the original format of thedocument was; it is now a bitmap cast mamber.

    To use a filter, select it and click the Filter button. If the filter has its own dialog box,as must do, you see that idalog box firstand can then choose your options. Thefilter is then applied to the cast member.

    vector shape

    member

    shape member

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    Using SoundsThere are various ways to handle sounds in Director :

    Importing soundsYou can import sounds into Director with the same import function usedfor bitmaps and text. Choose File > Import > and select the sound fileor files you want to import. After the sound is in the Cast, you can usethe Property Inspector to view information about the sounds.

    Imported sounds will be placed in the sound channel. (In addition to thetwo sound channels in the Score, Director can use as many as sixadditional sound channels simultaneously. However, the additionalchannels are accessible only from Lingo or JavaScript syntax or frombehaviors. )

    There is only one available option in the Property Inspector -- Looping.If looping is turned on, Director plays this sound over and over as longas the sound is in one of the Sound channels in the Score. As soon asyou jump to a frame that does not have this sound, it stops.

    Using External SoundsSounds tend to be large and add significantly to the file size of aDirector movie. For this reason, you might want to keeping soundsas external files and creating a linked cast member that uses thisexternal sound.

    Choose File > Import > to get to the Import dialog box, and thenselecting Link to External File instead of Standard Import.

    Another method for using an external sound involves no castmember at all, but simply playing a sound file directly with a Lingocommand, which will not be discussed here.

    Importing Sound : Director stores all the sound data for an internal sound cast member in a movie or cast file andloads the sound completely into RAM before playing it. After an internal sound is loaded, it plays very quickly. Thismakes internal sound best for short sounds, such as beeps or clicks, that occur frequently in your movie. For the samereason, making a large sound file an internal sound is not a good choice because the sound might use too muchmemory.

    Using External Sounds : Director does not store sound data in a linked sound cast member. Instead, it keeps areference to a sound files location and imports the sound data each time the sound begins playing. Because the soundis never entirely loaded into RAM, the movie uses memory more efficiently.

    Streaming Shockwave Audio : Director begins playing the sound while the rest of the sound continues to load from itssource, whether on disk or over the Internet. This can dramatically improve the downloading performance of largesounds.

    select Link to External File

    Import Dialog Box

    You can always check or updatethe file location from the PropertyInspector.

    Director imports AIFF and WAV sounds (both compressedand uncompressed), AU, Shockwave Audio, and MP3.

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    Streaming Shockwave Audio

    Director can stream the following sounds:QuickTime, Shockwave Audio, and MP3 sounds that are linked from a URL

    QuickTime, Shockwave Audio, MP3, AIFF, and WAV sounds that are linked to a local file

    To stream a linked Shockwave Audio or MP3 sound:1) Select Insert > Media Element > Shockwave Audio.

    This process creates a cast member that controls the streaming Shockwave Audio.

    2) In the SWA Cast Member Properties dialog box that appears, click Browse and select a Shockwave Audio file on alocal disk, or enter a URL in the Link Address text box.

    3) Set the remaining cast member properties in the Property inspector, as described in the following list:

    4) Drag the Shockwave Audio cast member to a sprite channel ( not one of the sound channels ) to create a sprite.

    Extend the sprite through all frames in which the sound should play, or use the tempo channel to make the movie waitfor the end of the sound.You cant place streaming audio cast members in the sound channels. The sound streams from the source locationwhen the movie plays.

    You can create a Shockwave Audio file from the Shockwave converter Xtra:select Xtras > Convert WAV to SWA, and select the WAV files to convert

    To set the volume of the sound, use the Volume slider in the SWA tab inthe Property inspector.

    To select the sound channel for the sound, select a number from theChannel pop-up menu in the SWA tab.To avoid potential conflicts, select Any , which causes the sound to play inthe highest numbered available sound channel.

    To specify the size of the stream buffer, use the Preload option in the SWAtab.

    Director attempts to load enough sound data to play for the specified time

    in seconds. This prevents gaps in sounds that play over slow or interruption-prone Internet connections.

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    Importing Digital VideoMedia support for Windows : QuickTime video, RealMedia, (AVI, Mpeg-1, Mpeg-4 : through Window Media Xtra )Medai suppor for Macintosh: QuickTime video, RealMedia

    When you import Windows Media, DVD content files, AVI, QuickTime, or RealMedia, the cast members you create

    always remain linked to the original external file, even if you select the Standard Import option. When you distribute amovie, you must always include all digital video files along with the movie.

    To import digital video:1) Select File > Import.2) Select QuickTime, AVI (Windows only), Windows Media (Windows only), or RealMedia from the Files of Typepop-up menu.3) Select the digital video files to import.4) Click Import.

    When you import an AVI file, you are prompted to select QuickTime or AVI as the import format.If you select QuickTime, Director imports the video as a QuickTime Asset Xtra, which provides additional playbackoptions.

    Using DVD media content in Director You can link DVD media content to a Director movie and use the DVD media editor to inspect that linked content.However, you can't actually make changes to DVD content within Director. Rather, you can change the attributes of the DVD media by using either the Property Inspector prior to playback or via Director's scripting capabilities while themovie's playing by polling events and modifying properties and methods that affect the linked DVD content.

    To link DVD media content to a movie by using the Insert menu:1) Select Insert > Media Element > DVD.

    To link DVD media content to a movie by using the DVD Editor:1) Select Window > DVD. (The DVD Editor appears.)

    2) Enter a name for the DVD member in the Cast Member Name text box of the DVD Editor.Director creates a new DVD cast member in the first available Cast slot.

    Video WindowWhether a digital video is a cast member or asprite on the Stage, you can preview it in itscorresponding video window. There are differentversions of the window for QuickTime, WindowsMedia, DVD, RealMedia, and AVI digital content.To open the Video Window, choose Window >QuickTime (or DVD, RealMedia, Windows Media,AVI Video)

    Synchronizing mediaTo pause the playhead until a specified cue point in asound or digital video is reached, you can use theWait for Cue Point option in the Tempo dialog box.You can also use this method to wait for the end of the sound or digital video, even if it has no cue points.

    Cue points can also be used to trigger events thatscripts can interpret.

    Note: AVI and DVD media does not support CuePoint

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    Simple Animation in Director

    Something more about SpriteA sprite is an object that controls when, where, and how cast members appear in a Macromedia Director MX 2004

    movie. Multiple sprites can use the same cast member. You can also switch cast members assigned to a sprite as the

    movie plays. You use the Stage to control where a sprite appears, and you use the Score to control when it appears inyour movie.

    Sprite properties include the sprites size and location, the cast member assigned to the sprite, the sprites name, andthe frames in which the sprite occurs. Different properties can alter the appearance of a sprite. You can rotate, skew,flip, and change the color of sprites without affecting cast members. You can change sprite properties with the Prop-erty inspector or Lingo or JavaScript syntax.

    You can also give each sprite a unique name. You can assign a name by using the Property inspector, and then viewthe sprite by name in the Score and on the Stage. Assigning a name lets you refer to the sprite by that name in Lingoor JavaScript syntax and not just by the channel number that it occupies. You can move a sprite to a different channeland not worry about changing scripts. Editing scores and code scripts is much easier when you refer to a sprite by itsname.

    In Lingo or JavaScript syntax, some properties are available only for certain types of sprites. Such properties typicallyare characteristics that are related to the specific sprite type. For example, Lingo or JavaScript syntax has severaldigital video properties that determine the contents of tracks in digital video sprites.

    sprite channel number

    a sprite

    cast member type

    cast member

    cast member

    sprite name

    cast

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    Tweening in Director

    To tween the path of a sprite:1. Place a sprite on the Stage where you want the path to start. If the sprite is already on the Stage, select it.This places the start frame of the sprite in the proper location. The start frame is also the first keyframe of the sprite.

    2. If necessary, select View > Sprite Overlay > Show Paths.The Show Paths option is on by default. With this option turned on, Director displays the paths of moving sprites on theStage. Keyframes appear as hollow circles. Small tick marks show the sprites position in tweened frames.

    3. Insert keyframes in any additional frames where you want the sprites animation path to change.

    4. Drag the red handle within the sprite to the place on the Stage where you want the sprites path to end.The red handle represents the sprites location in the end frame. For bitmaps, the red handle is usually in the center of theimage. 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 inbetween.

    6. To make the sprites path curve between more points, hold down the Alt key (Windows) or Option key (Macintosh) andmove the pointer on the Stage over a tick mark. When the pointer changes color, drag the tick mark to a new location.

    7. To make the property changes defined by a keyframe occur at a different time, drag the keyframe in the Score to a newframe within the sprite.

    8. To change the degree of curvature between keyframes, select Modify > Sprite > Tweening and adjust the Curvatureslider. To make the sprite move in the same direction at the beginning and end, select Continuous at Endpoints in theSprite Tweening dialog box. This creates a circular motion.

    To specify tweening properties for a sprite, you use the Sprite Tweening dialog box.Select a sprite, then select Modify > Sprite > Tweening.

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    Step Recording

    Real-Time Recording

    To step-record animation:

    1. Place sprites on the Stage where you want the anima-tion to begin.

    2. Select all the sprites you want to animate.

    3. In the Score, click the frame where you want animationto begin.

    4. Select Control > Step Recording.The step-recording indicator appears next to the channelnumbers for the sprites being recorded, and the selectionborder widens.

    5. Press 3 on the numeric keypad (make sure Number Lock is off) or click the Step Forward button in the Controlpanel.The movie advances to the next frame. If you reach thelast frame of a sprite, Director extends the sprites beingrecorded into the new frame.

    6. Drag the sprite to reposition it.You can also stretch the sprite, exchange cast members,or change any property.

    7. Repeat steps 5 and 6 until you have completed thesequence you want to record.

    You can set up a real-time recording session in the same way as a step-recording session. After the first frame of thesprite is selected, choose Control > Real-Time Recording from the menu.

    Click and drag the sprite. The movie starts going and the frame indicator on the Score moves with it. Drag the spritearound the Stage to change its position.

    When you are finished, you can go back and edit individual frames of animation.

    step forwardstep backward

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    Using Behavior Library

    A behavior in Macromedia Director MX 2004 is prewritten Lingo or JavaScript syntax that you use to provide interac-tivity and add interesting effects to your movie. You drag a behavior from the Library palette and drop it on a sprite or frame to attach it.

    If the behavior includes parameters, a dialog box appears that lets you define those parameters. For example, mostnavigation behaviors let you specify a frame to jump to. You can attach the same behavior to as many sprites or frames as necessary and use different parameters for each instance of the behavior.

    Most behaviors respond to simple events such as a mouse click on a sprite or the entry of the playhead into a frame.When the event occurs, the behavior performs an action, such as jumping to a different frame or playing a sound.

    To attach a behavior to a single sprite or frame using theLibrary palette:

    1. Select Window > Library Palette. \

    2. Select a library from the Library pop-up menu in the upper left corner of the palette.

    3. To view a brief description of included behaviors, move the pointer over abehavior icon.If the behavior includes a longer description, you can view it in the Behavior inspector or in Director Help.

    4. To attach a behavior to a single sprite, drag a behavior from the Librarypalette to a sprite on the Stage or in the Score.

    5. To attach a behavior to a frame in the behavior channel, drag a behavior from the Library palette to a frame in the behavior channel.

    6. Enter parameters for the behavior in the Parameters dialog box.

    To change parameters for a behavior attached to a spriteor frame:

    Select the sprite or frame to which the behavior is attached.In the Behavior tab of the Property inspector, use the pop-up menus or textboxes to change any parameters.The Behavior tab has the same fields for the behavior as those in theParameters dialog box.

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    Publishing Shockwave Movies

    Formats TabUse the Formats tab to select the movie format you want anddetermine the types of files you wish to publish. It includessupport for creating cross-platform projectors.

    Projector TabThe Projector tab lets you set options that include how theprojector movie appears on stage or in a browser, and what typeof player it is shown on.

    File TabThe Files tab lets you set file options for projectors. For example, by default a projector consists of just the currentmovie, but you can add external casts to the movie using thistab. You can also exclude Xtra extensions from your projector.

    Shockwave TabThe Shockwave tab lets you set options that determine theShockwave Player version, how images are compressed, howusers interact with the movie once its published, and more.

    HTML TabIf users view your movie in browsers, chances are they willresize their browsers. How your movie behaves when thebrowser size changes depends on how you set HTML options inthe Publish Settings dialog box.

    Image TabYou can specify the images that should appear if the user doesnt have Shockwave or the ActiveX control.

    You can distribute movies as Shockwave content (with the DCR extension), projectors, Shockwave projectors, or protected movies (DXR extension). You should not distribute source movies (DIR extension) unless you want your users to be able to change the movie in the Director authoring environment.

    Shockwave content is a compressed version of a movies data and does not include a player. Shockwave contentis created primarily to distribute over the Internet for playback in a web browser.

    A projector is a movie intended for play outside of a web browser. A projector can include a player (called theStandard player), Xtra extensions, multiple casts, and linked media in a single file. A projector can also includeseveral different movie files. Configured in this way, a projector can be a completely stand-alone application.

    A Shockwave projector makes a much smaller projector. A Shockwave projector uses an installed ShockwavePlayer on the users system to play a movie instead of including the player code in the projector itself.

    Protected movies (.DXR extension) are uncompressed movies that users cant open for editing. These can beuseful when you want to distribute uncompressed movies on a disk, but you dont want users to edit the source file.Protected movies may play faster than Shockwave content from a disk because they do not need to be decom-pressed.

    To open the Publish setting dialogue box, choose File> Publish setting