Insert keyframes in any additional frames where you want the sprite's animation path to change.
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Drag the red handle within the sprite to the place on the Stage where you want the sprite's
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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.
Director displays the path the sprite follows. The tick marks along the path show the sprite
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location in each frame in between.
To make the sprite's path curve between more points, hold down the Alt key (Windows) or
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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.
To make the property changes defined by a keyframe occur at a different time, drag the
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keyframe in the Score to a new frame within the sprite.
To change the degree of curvature between keyframes, select Modify > Sprite > Tweening and
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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
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.
"Changing tweening settings" on page
Accelerating and decelerating sprites
88.
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