To define the beginning property settings, click the Sprite tab of the Property inspector and do
5
any of the following:
To make the sprite fade in or out, enter a blend setting in the Property inspector (in List
view). Enter 0 to make the sprite fade in or 100 to make it fade out. For more information,
see
"Setting blends" on page
To tween rotation or skew, manually rotate or skew the sprite to the beginning position on
the Stage or enter an angle in the Property inspector. For more information, see
and skewing sprites" on page
To tween color, use the color boxes in the Property inspector to open the color palette for
foreground and background color, or enter the RGB values for a new color in the boxes at
the right (List view) or left (Graphical view).
In the Score, select the end frame of the sprite and select Insert > Keyframe.
6
The end frame is not a keyframe unless you insert one there.
Make sure only the keyframe is selected (not the entire sprite), and then enter the ending values
7
of the sprite properties you are tweening.
For example, if you entered a blend setting of 0 in the first frame, you could enter a blend
setting of 100 in this frame.
If necessary, create additional keyframes in the sprite and enter new values for the tweened
8
properties.
To make the property changes defined by a keyframe occur at a different time, drag a keyframe
9
in the Score to a new frame within the sprite.
To view the tweening, rewind and play the movie.
10
Director gradually changes the value of the tweened property in the frames between
the keyframes.
Suggestions and shortcuts for tweening
Follow the suggestions listed here to improve results and productivity while tweening sprites.
•
For smoother movements, tween across more frames, increasing the tempo if necessary.
•
To achieve some types of motion, you may need to split the sprite and tween the sprites
separately. For more information, see
•
To quickly make duplicates, Alt-drag (Windows) or Option-drag (Macintosh) keyframes. This
technique is useful when you want the start and end frames to have the same settings. This
shortcut also provides a quick way to create a complex path. Insert a single keyframe, drag
several duplicates to the proper frames, and then select the various keyframes and set positions
on the Stage.
•
To extend the sprite and leave the last keyframe in place, Alt-drag (Windows) or Option-drag
(Macintosh) a keyframe at the end of a sprite.
•
To move many keyframe positions at once, Control-click (Windows) or Command-click
(Macintosh) multiple keyframes to select them, and then move the sprite on the Stage.
•
To make the animation look smoother, use an image editor to blur the edges of bitmaps.
•
When tweening sprites that have a series of cast members, consider using a film loop instead.
For more information, see
•
To make a sprite jump instantly between settings in different keyframes, turn off all
tweening options.
76.
72.
"Accelerating and decelerating sprites" on page
"Using film loops" on page
94.
Suggestions and shortcuts for tweening
"Rotating
85.
87
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