Director Tutorial 2 - The Intro Screen

We first need to plan the page layout, pen to paper! Avoid trying to design on screen, get the concept that's in your head down on paper first. Make a few sketches and when you're happy make a list of what's required.

Your storyboard should include sketches of all proposed screens in your movie in logical sequence with an indication of how a user would navigation between screens.

The Intro screen will have the text "Interactive Business Cards Inc." move from the left hand side of the screen (starting off screen) to the centre of the screen where it will rest. Once in position the text will change colour multiple times. After a short time, 5-10 seconds, three arrows will move on-stage from the left hand side of the stage. These arrows will rest centre stage.

From my interface design sketches of the intro screen below, we'll need a number of text cast members and an arrow. We will produce the text within Director and the arrow will be produced in Fireworks and then imported into Director

Figure 2.1: Initial Project Storyboard

Creating Text

1. Open the text editor (Ctrl. 6)

Director's Text Editor

Figure 2.2: Text Editor

2. Select a suitable font face, size and style from the option boxes.

Use a clear font face, easy to read, Arial is always a good font to use.

Figure 2.3: Font face, size & style

3. Type in the words "Interactive Business Cards Inc."

4. Select the text that you have just typed by either:

  • Pressing the Control and A keys (Ctrl. A), or
  • use your mouse the select the text.

 

Figure 2.4: Selected Text

 

5. Copy that text to clipboard (Ctrl. C)

6. Create a new text cast member by clicking on the "+" button in the upper left-hand side of the text window. This will clear the text editor window allowing you to produce a new text cast member.

Figure 2.5: New Text Cast Member

You will find that this is a common feature of Director's many editors and inspectors.

7. Paste the contents of the clipboard in the new created blank text window (Ctrl. V)

Figure 2.6: Pasted Text

8. Repeat this process two more times to create 4 identical text cast members (Steps 6 & 7)

Figure 2.7: 4 Identical Cast Members

9. Using the Tool Palette (Ctrl. 7) change the colour of the of each text cast member. How?

  • If it is not already displayed, open cast member 4 by double clicking on the cast member.
  • Selecting the text of a cast member and changing the foreground colour of the Tool Palette, this change will affect the text that is selected.
  • Click on the Previous Cast Member button, make sure "3" is displayed in the cast member number box. Change the colour of cast member 3, remember to choose a different colour than the colour applied to cast member 4
  • Repeat this process to cast members 2 and 1.

Figure 2.8: Tool Palette

Sequencing Text in the Score

1. Once each text cast member's colour has changed we can now create sprites on stage & in the score, and sequence them to change their colour over time.

2. Drag cast member 1, drop it into channel 5 frame 30. Drag cast member 2, drop it into channel 6 frame 30. Drag cast member 3, drop it into channel 7 frame 30. Drag cast member 4, drop it into channel 8 frame 30.

Figure 2.9: 4 Text members positioned in the Score

3. Making sure that all 4 sprites are selected in the score, open or bring the stage to the front by pressing Ctrl. 1 and move all 4 sprites to the top of the stage. How?

  • Use your mouse to click & drag, make sure that you keep your mouse button clicked down while you're moving these sprites. It's a good idea to have the score in view while you're moving multiple sprites to make sure that they are still selected
  • Alternatively you can use your arrow keys to move the sprites. By pressing an arrow key once you will move the sprite(s) one pixel. By holding down the Shift key while pressing the arrow key you will move the sprite 5 pixels per key press.

Figure 2.10: Positioning 4 sprites together

 

4. With the sprites in place on stage it's time to sequence them in the score. Select the sprite in channel 5 and alter it's length so that it ends in frame 39. How?

  • Change the value of the "End Frame" field in the sprite toolbar to 39

Figure 2.11: Using the Sprite Toolbar to alter the length of a sprite

  • or click on the "End Frame" symbol on the sprite & drag the end of the sprite to frame 39

Figure 2.12: Using the mouse to alter the length of a sprite

5. Select the sprite in channel 6 and alter it's length so that it starts in frame 40 ends in frame 49.

6. Select the sprite in channel 7 and alter it's length so that it starts in frame 50 ends in frame 59.

7. Select the sprite in channel 8 and alter it's length so that it starts in frame 60 ends in frame 69.

Figure 2.13: Sequencing Sprites in the Score

8. Save your movie & play, the colour of your text will change to 4 different colours over 40 frames.

Figure 2.14: The project so far

We now want to animate the text so that our movie begin with the text sliding on stage from the left. To do this we will use Tweening & Keyframe Animation.

"Tweening is a traditional animation term that describes the process in which a lead animator draws only the animation frames where major changes take place, called keyframes. Assistants draw the frames in between.

To use tweening in Director, you define properties for a sprite in frames called keyframes and let Director change the properties in the frames in between. Tweening is very efficient for adding animation to movies for web sites since no additional data needs to be downloaded when changing a single cast member.

Properties that can be tweened are position, size, rotation, skew, blend, and foreground and background color. Each keyframe defines a value for all of these properties, even if you only explicitly define one."

9. Select the first sprite in your sequence (frames 30-39) and copy it (Ctrl. C).

10. Paste this sprite into frame 1 and change it's end frame to frame 29, see Figure 2.15:

Figure 2.15: Start & End Frames

This sprite's position on stage is exactly where I want the animation to end (since we are moving the sprite from an off stage position to it's current position). Remember a keyframe is a point of change, if I want this sprite to change on stage I'll need at least two keyframes, two points of change.

The first frame of every sprite is ALWAYS a keyframe, this means that I will have to insert another keyframe to animate the sprite.

11. Select the end keyframe of the sprite and insert a keyframe by doing one of the following:

  • Select Insert > Keyframe
  • Press Ctrl.+Alt+K
  • Right click on the end frame and select Insert Keyframe from the pop out menu, see Figure 2.16:

Figure 2.16: Inserting a keyframe

With the second keyframe in place we now have the facility to animate the sprite, but we still have to tell Director where the animation begins and where it ends.

The animation will end at it's current position, so we will need to change it's starting position.

12. Select the start keyframe of the sprite (frame 1), make sure that ONLY the start keyframe is selected!

13. Open or bring the stage to the front (USING THE CONTROL KEYS NOT THE MOUSE!) Ctrl. 1

14. Move the selected sprite off stage by either using your mouse or arrow keys.

Since you have selected the start keyframe ONLY it is this keyframe that will be affected by this movement, the end keyframe will remain where it is but director will TWEEN the frame in-between these two keyframes thus producing a movement animation

Figure 2.17: The project so far

In this tutorial you have learned how to:

  • create a number of text cast members
  • use the tool palette to change the colour of text.
  • create a number of sprites
  • sequenced text (sprite) in the score
  • animate using keyframes

Click HERE for the .dir file of this tutorial

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