When you finish viewing this behavior, stop and rewind the movie.
7
Use 3D behaviors for navigation
When a pointer changes to a pointing finger, users know that they can click and expect some sort
of result. In your movie, a click of the pointing finger displays information about the merchandise
on the tables.
If you look in your Score, you see that the text associated with the merchandise first appears in
frame 10 of channel 1. A marker, named Cards, marks where the card text begins, just as markers
indicate where the hat and rings text begin. You'll use a behavior to add navigation to your movie
so that when the user sees the pointing finger and clicks, the playhead moves to the specified
marker in the Score, and the associated text appears.
122
Chapter 3
The cursor changes to a pointing finger
Score markers
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