Table of Content: MULTIMEDIA TOPIC Macromedia Director Interface Creating Movie Creating Text Creating Text Presentation Creating Graphic Creating Graphic Presentation Creating Simple Animation (Cast To Time) Creating Simple Animation (Reverse Sequence) Creating Simple Animation (Keyframe) Creating Text Animation as Video file Creating Simple Presentation Storyboard Example Development Phase (Based on Storyboard Example) Usage of Effect Channels Using Transitions Adding Audio (Sound Effect) and Importing Video Building The Projector Multimedia Project Proposal Figure A: Navigation Maps Figure B: Storyboard PAGE 2 7 9 11 13 16 18 19 20 21 23 34 35 41 42 43 44 45 46 48 49 ADDITIONAL NOTES TOPIC Creating Simple Animation (Real-Time Recording) Creating Simple Animation (Tweening Setting) Creating Navigation (Link Using Hypertext) Creating Simple Animation Using Behavior (Push Button) Creating Simple Animation Using Behavior (Turn Towards Mouse) Creating Simple Animation Using Behavior (Blinking Cursor) Creating Simple Interactive Presentation (Objective Questions) Creating Simple Interactive Presentation (Dropdown List) Creating Simple Interactive Presentation (Exit Message) 1 PAGE 50 51 52 53 54 55 56 59 60 MACROMEDIA DIRECTOR MX Reminder: To save your file, after you choose ‘SAVE’, then choose ‘SAVE & COMPACT’. (This is to compress your file). You are advised to frequently save your file. STAGE WINDOW CAST WINDOW Display the presentation To store all the data / object SCORE WINDOW To build / create presentation CONTROL PANEL To control the presentation 2 Control Panel Rewind Stop Frame Play Frame per second Stage Window 3 Loop playback Cast Window Cast view style Next Cast Member Previous Cast Member Cast Member Name Cast Member Number Cast Member Script & Properties 4 Score Window Transition Channel Sound Channel 1 Palette Channel Sound Channel 2 Frame Cast Member Properties Tempo Channel Script Channel Frame ruler Sprite Channel Sprite 5 Cell Markers Channel Playback Head Paint Window Previous Cast Member New Cast Member Filled Ellipse Cast Member Name Next Cast Member Foreground & Background Color Line Brush Paint Bucket Text Window Text Format Text Area (Arrange able) 6 Creating Movie 1. Choose menu FILE > NEW > MOVIE Setting The Stage Size & Movie Background Color 1. Choose menu MODIFY > MOVIE > PROPERTIES 7 Stage size Stage location Stage color 8 Creating TEXT 1. Open CAST window, select any empty cast member. 2. Choose menu WINDOW > TEXT 3. You will get TEXT window. Type the text below; MULTIMEDIA Font color ‘WHITE’ size ‘35’ 4. Label the cast member name as “Title”. Font size 24 5. Click ‘+’ icon to add new cast text. 6. Type the text below; Multimedia is the integration or combination of the five basic media elements which are text, graphics, animation, sound and video. 7. Label the cast member name as “Text 1” 9 8. Repeat step number 5 and type the text below; Font color ‘WHITE’ size 24 Text is considered the most basic and popular layer of a multimedia application. Graphics are integral to multimedia application as they enhance the impact of the overall message. Animation are a series of graphic images that are sequenced together to create motion in an application. Sound makes a silent presentation become alive and is very stimulating to audiences. Video is comprised of photographic images that provide the appearance of motion in real time. 9. Label the cast member name as “Text 2” 10. Choose menu MODIFY > CAST MEMBER > PROPERTIES 11. You will get Property Inspector Choose Scrolling for Framing option 10 Creating TEXT Presentation 1. Open CAST, SCORE and STAGE windows. 2. Activate the CAST window 3. Drag the cast members to SCORE window as follows; o “Title” frame 1, Channel 1 o “Text 1” frame 1, Channel 2 o “Text 2” frame 1, Channel 3 4. Activate the SCORE window 5. Click on the “Title” sprite. 6. Change INK option to BACKGROUND TRANSPARENT 11 7. Repeat step number 6 for “Text 2” 8. Close SCORE and CAST windows. 9. Arrange all the sprites on your STAGE as follow; 10. Save your file as ‘TEXT’. 11. Play your presentation by click Rewind and Play button. 12. Press ALT + CTRL + 1 simultaneously to view the presentation in full screen. 12 Creating GRAPHIC 1. Create a new Director movie. 2. Activate CAST window and choose ah empty cast member. 3. Choose menu WINDOW > PAINT and draw a sun as shown below; 4. Use the FILLED ELLIPSE tool (to draw the circle), BRUSH 1 (to draw the sun’s ray) and GRADIENT COLORS (to pick the sun’s color) 5. Label the cast member name as “SUN” 6. Select another empty cast member 13 7. Choose menu WINDOW > VECTOR SHAPE and draw a vector shapes as shown below; 8. Label the cast member name as “VECTOR G” 9. Select another empty cast member 10. Choose menu FILE > IMPORT and choose the desired image. Example: C > PROGRAM FILES > MICROSOFT OFFICE > CLIPART > PUB60COR > Choose your own graphic file. Label as “UNIKL” 11. Choose menu WINDOW > TEXT 12. Type GRAPHICS Font color ‘YELLOW’ size ‘35’ 12. Label the cast member name as “Title”. 13. Click ‘+’ icon to add new cast text 14. Type BITMAP GRAPHIC 1 Font color ‘YELLOW’ size ‘24’ 15. Label the cast member name as “Bitmap 1” 16. Click ‘+’ icon to add new cast text 17. Type BITMAP GRAPHIC 2 Font color ‘YELLOW’ size ‘24’ 18. Label the cast member name as “Bitmap 2” 14 19. Click ‘+’ icon to add new cast text 20. Type VECTOR GRAPHIC Font color ‘YELLOW’ size ‘24’ 21. Label the cast member name as “Vector” 15 Creating GRAPHIC Presentation 1. Open CAST, SCORE and STAGE windows. 2. Activate the CAST window 3. Drag the cast members to SCORE window as follows; a. “Title” frame 1, Channel 1 b. “Sun” frame 1, Channel 2 c. “VECTOR G” frame 1, Channel 3 d. “UNIKL” frame 1, Channel 4 e. “Bitmap 1” frame 1, Channel 5 f. “Bitmap 2” frame 1, Channel 6 g. “Vector” frame 1, Channel 7 4. Activate SCORE window. 5. Click on the “Title” sprite; for INK Option, choose “REVERSE” 6. Click on the “Sun” sprite; for INK Option, choose “GHOST”, 70% 7. Click on the “UNIKL” sprite; for INK Option, choose “MATTE”, 80% 8. Other sprites; for INK Option, choose “BACKGROUND TRANSPARENT” 16 9. Arrange the cast on STAGE as shown below; 10. Save your file as ‘GRAPHIC’ 17 Creating Simple ANIMATION CAST TO TIME 1. Open ‘PAINT’ window, create: cast 1 cast 2 cast 3 cast 4 2. Select All: i) Open ‘CAST’ window, click on the first cast ii) Press and hold ‘SHIFT’ key, click on the last cast iii) Choose MENU MODIFY CAST TO TIME iv) Click ‘PLAY’ v) vi) CHANGE MOVEMENT SPEED: a) Open ‘SCORE’ window b) Drag the cast on the score to the right side. Repeat step (iv) 3. Save your file as ‘ANIMATION CAST TO TIME’ 18 Creating Simple ANIMATION REVERSE SEQUENCE 1. Create text and bullet 2. Open ‘CAST’ and ’SCORE’ window, click on the item and drag from cast to score window. Arrange the item as follow: i) Put the text on the first frame channel 1. ii) Open ‘STAGE’ window, click on the text inside the score window. Back to the stage window, place the text from where it will begin to move iii) Back to the score window, click on left side of the text item. Choose MENU INSERT KEYFRAME iv) Back to the stage window, click and hold the text and drag to anywhere inside the stage. v) Back to the score window, Copy the text by right click on the text and choose copy, then paste at the right side of the original text.(make those text combine together) vi) Click on the text, choose MENU MODIFY REVERSE SEQUENCE vii) Repeat above steps for setting the bullet. 3. Save your file as ‘ANIMATION REVERSE SEQUENCE’ 19 Creating Simple ANIMATION KEYFRAME Create three texts and three bullets. 1. Open ‘CAST’ and ’SCORE’ window, click on the item and drag from cast to score window. Arrange the item as follow: i) Put the first bullet on the frame 3 channel 1. Change the end frame to 90.(select from the sprite toolbar) ii) Put the first text on the frame 3 channel 2. Change the end frame to 90.(select from the sprite toolbar) Put the second bullet on the frame 30 channel 3. Change the end frame to 90.(select from the sprite toolbar) iii) Put the second text on the frame 30 channel 4. Change the end frame to 90.(select from the sprite toolbar) iv) Put the third bullet on the frame 60 channel 5. Change the end frame to 90.(select from the sprite toolbar) v) Put the second text on the frame 60 channel 6. Change the end frame to 90.(select from the sprite toolbar) 3. Close ‘CAST’ window and open 'STAGE' and ‘SCORE’ windows: i) Click on the first text inside the score window. Back to the stage window, place the text from where it will begin to move ii) Back to the score window, click on left side of the text item. Choose MENU INSERT KEYFRAME iii) Click on the first text at frame 30. Choose MENU INSERT KEYFRAME iv) Back to the stage window, click and hold the text and drag to anywhere inside the stage. v) Repeat above steps for setting another text. 2. Save your file as ‘ANIMATION KEYFRAME’ 20 Creating Text Animation as Video file. 1. 2. 3. 4. 5. Open new Director Movie. Set movie size according to your own desire size. Open CAST window, select any empty cast member. Choose menu WINDOW > TEXT You will get TEXT window. Type your text content.(Resize your text area according to your movie size). 6. Close TEXT window. 7. Open SCORE window. 8. Drag your text from cast to score. 9. Adjust your text sprite from 1 to your own desire sprite length. 10. Highlight the text sprite. 11. Open STAGE window. 12. Arrange the location for the text to begin the movement point. 13. Back to SCORE window. 14. Click on the last frame of text sprite. Insert Keyframe. 15. Back to STAGE window. 16. Arrange the location for the text to end the movement point. 17. Save your file. 18. Choose WINDOW > FILE > EXPORT. Follow step 1, 2 and 3 as shown below; 3 1 2 21 19. Save your VIDEO file in your folder. 20. Ready to Export. Click OK. 21. Follow step 1and 2 as shown below; 2 1 22. Now, the TEXT video is ready to use. Import the file to your multimedia presentation file. 22 Creating SIMPLE presentation 1. 2. 3. 4. Create a new Director movie. Activate CAST window and choose any empty cast member. Choose menu WINDOW > TEXT Type the text below: MULTIMEDIA Font color ‘BLACK’ size 38 5. Label the cast member name as “menu_title”. 6. Click ‘+’ icon to add new text cast. 7. Type the text below; TEXT Font color ‘BLUE’ size 18 to 24 8. Label the cast member as ‘text’. 9. Click ‘+’ icon to add new text cast. 10. Type the text below; GRAPHIC Font color ‘BLUE’ size 18 to 24 11. Label the cast member as ‘graphic’. 12. Close TEXT window and open PAINT window. 13. Create single button as shown below; 14. Label the cast member as ‘button’. 15. Close PAINT window. 16. Activate CAST window and you will have multimedia elements in your cast window as shown below; 23 17. Open SCORE window and drag your cast members to score window as follows; ‘menu_title’ frame 1, channel 1 – sprite consist of 30 frames. ‘button’ frame 1, channel 2 – sprite consist of 30 frames. ‘button’ frame 1, channel 3 – sprite consist of 30 frames. ‘text’ frame 1, channel 4 – sprite consist of 30 frames. ‘graphic’ frame 1, channel 5 – sprite consist of 30 frames. 18. Close CAST and SCORE window. Activate STAGE window. 19. Arrange cast on the stage as shown below; 24 20. Activate CAST window and choose any empty cast member. 21. Choose menu WINDOW > TEXT 22. Type the text below: TEXT Font color ‘BLACK’ size 38 23. Label the cast member name as “text_title”. 24. Click ‘+’ icon to add new text cast. 25. Type the text below; Text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text Font color ‘RED’ size 18 to 24 26. Label the cast member as ‘content’. 27. Click ‘+’ icon to add new text cast. 28. Type the text below; MENU Font color ‘BLUE’ size 18 to 24 29. Label the cast member as ‘menu’. 30. Close TEXT window and open PAINT window. 31. Create single button as shown below; 32. Label the cast member as ‘button1’. 33. Close PAINT window. 34. Activate CAST window and you will have multimedia elements in your cast window as shown below; 25 35. Open SCORE window and drag your cast members to score window as follows; ‘text_title’ frame 35, channel 1 – sprite consist of 30 frames. ‘content’ frame 35, channel 2 – sprite consist of 30 frames. ‘button1’ frame 35, channel 3 – sprite consist of 30 frames. ‘button1’ frame 35, channel 4 – sprite consist of 30 frames. ‘menu’ frame 35, channel 5 – sprite consist of 30 frames. ‘graphic’ frame 35, channel 6 – sprite consist of 30 frames. 36. Close CAST and SCORE window. Activate STAGE window. 37. Arrange cast on the stage as shown below; 26 38. Activate CAST window and choose any empty cast member. 39. Choose menu WINDOW > TEXT 40. Type the text below: GRAPHIC Font color ‘BLACK’ size 38 41. Label the cast member as ‘graphic_title’. 42. Close TEXT window. 43. Select another empty cast member. 44. Choose menu FILE > IMPORT and choose the desired image. 45. Eg: C > MY DOCUMENT > MY PICTURES > SAMPLE PICTURES > Choose your own graphic file. Label as “picture”. 46. Activate CAST window and you will have multimedia elements in your cast window as shown below; 47. Open SCORE window and drag your cast members to score window as follows; ‘graphic_title’ frame 70, channel 1 – sprite consist of 30 frames. ‘picture’ frame 70, channel 2 – sprite consist of 30 frames. ‘button1’ frame 70, channel 3 – sprite consist of 30 frames. ‘button1’ frame 70, channel 4 – sprite consist of 30 frames. ‘menu’ frame 70, channel 5 – sprite consist of 30 frames. ‘text’ frame 70, channel 6 – sprite consist of 30 frames. 27 48. Close CAST and SCORE window. Activate STAGE window. 49. Arrange cast on the stage as shown below; 50. Control the presentation flow. Hold movement of the playback head at every slide on the last frame for the slide. A. SLIDE 1 (MENU); end frame is frame number 30. B. Choose MENU WINDOW LIBRARY PALETTE. C. Click on “LIBRARY LIST’, select NAVIGATION 28 D. E. F. G. H. I. J. K. L. M. N. O. Choose HOLD ON CURRENT FRAME behavior from the list. Click and hold the behavior, drag to ‘EFFECT CHANNEL’ SCRIPT on the last frame for slide 1 which is frame number 30. SLIDE 2 (TEXT); end frame is frame number 64. Choose MENU WINDOW LIBRARY PALETTE. Click on “LIBRARY LIST’, select NAVIGATION Choose HOLD ON CURRENT FRAME behavior from the list. Click and hold the behavior, drag to ‘EFFECT CHANNEL’ SCRIPT on the last frame for slide 2 which is frame number 64. SLIDE 3 (GRAPHIC); end frame is frame number 99. Choose MENU WINDOW LIBRARY PALETTE. Click on “LIBRARY LIST’, select NAVIGATION Choose HOLD ON CURRENT FRAME behavior from the list. Click and hold the behavior, drag to ‘EFFECT CHANNEL’ SCRIPT on the last frame for slide 3 which is frame number 99. SCRIPT CHANNEL HOLD ON CURRENT FRAME BEHAVIOR 51. Create links USING FRAME. A. Open SCORE window. Click on the text sprite for slide 1. B. Choose MENU WINDOW LIBRARY PALETTE C. Click on ‘LIBRARY LIST’ select NAVIGATION D. Choose GO TO FRAME X BUTTON behavior from the list. E. Click and hold the behavior, drag to text sprite (highlighted sprite) F. For ‘PARAMETER FOR GO TO FRAME X BUTTON’, Go To Which Frame on mouseup?(Type) 35 (which is the beginning of the slide 2 TEXT slide) G. Click on the graphic sprite for slide 1. H. Choose MENU WINDOW LIBRARY PALETTE I. Click on ‘LIBRARY LIST’ select NAVIGATION J. Choose GO TO FRAME X BUTTON behavior from the list. 29 K. L. Click and hold the behavior, drag to graphic sprite (highlighted sprite) For ‘PARAMETER FOR GO TO FRAME X BUTTON’, Go To Which Frame on mouseup?(Type) 70 (which is the beginning of the slide 3 GRAPHIC slide) 52. Create links USING MARKER. A. Open SCORE window. B. Click on the marker area at frame 1 (which is the beginning of Slide 1 MENU slide) C. Change ‘new marker’ MENU D. Click on the marker area at frame 35 (which is the beginning of Slide 2 TEXT slide) E. Change ‘new marker’ TEXT F. Click on the marker area at frame 70 (which is the beginning of Slide 3 GRAPHIC slide) G. Change ‘new marker’ GRAPHIC H. Click on the menu sprite for slide 2. I. Choose MENU WINDOW LIBRARY PALETTE J. Click on ‘LIBRARY LIST’ select CONTROLS K. Choose JUMP TO MARKER BUTTON behavior from the list. L. Click and hold the behavior, drag to menu sprite (highlighted sprite) M. For ‘PARAMETER FOR JUMP TO MARKER BUTTON’, On mouseup, jump to marker MENU, Jump Mode Go To. N. Click on the graphic sprite for slide 2. O. Choose MENU WINDOW LIBRARY PALETTE P. Click on ‘LIBRARY LIST’ select CONTROLS Q. Choose JUMP TO MARKER BUTTON behavior from the list. R. Click and hold the behavior, drag to graphic sprite (highlighted sprite) 30 S. For ‘PARAMETER FOR JUMP TO MARKER BUTTON’, On mouseup, jump to marker GRAPHIC, Jump Mode Go To. 53. Create links TO ANOTHER DIRECTOR FILE (MOVIE). A. Activate CAST window and choose any empty cast member. B. Choose menu WINDOW > TEXT C. Type the text below: ANIMATION Font color ‘BLACK’ size 18 to 24 D. Label the cast member as ‘animation’ E. Close TEXT window. F. Activate CAST window and you will have multimedia elements in your cast window as shown below; 31 G. Open SCORE window and drag your cast members to score window as follows; o ‘animation’ frame 1, channel 7 – sprite consist of 30 frames. o ‘button’ frame 1, channel 6 – sprite consist of 30 frames. H. Close CAST and SCORE window. Activate STAGE window. Arrange cast on the stage as shown below; I. 32 J. K. L. M. N. O. P. Q. Close STAGE window and open SCORE window. Click on the animation sprite for slide 1. Choose MENU WINDOW LIBRARY PALETTE Click on ‘LIBRARY LIST’ select NAVIGATION Choose PLAY MOVIE X behavior from the list. Click and hold the behavior, drag to animation sprite (highlighted sprite) For ‘PARAMETER FOR PLAY MOVIE X’, Play which movie on mouseup? type the name of your desired movie here. SAVE YOUR FILE. 33 STORYBOARD EXAMPLE: FRAME NO: 1 TITLE: INFORMATION (ABOUT) ABOUT TEXT1 PIC1 X PIC2 PROGRAMMER FIELD: PIC1 Mouse ENTER, show INFO on X area PIC1 Mouse LEAVE, INFO dissolves 34 COMMENT 1. When mouse pointer move over PIC1, text INFO will appear on the X area. TEXT1 will automatically blur 2. When mouse pointer leave PIC1, text INFO will automatically disappear and TEXT1 change back to normal view. DEVELOPMENT PHASE ( based on storyboard example): 1. Open new Director movie. 2. Create director movie with the content as what you design in the storyboard. 3. Director movie stage base on the storyboard example; 4. Cast member with the elements; 35 5. Score window with the sprites arrangement; 6. PROBLEM SOLVING FOR POPUP INFO AS INTERACTIVE PRESENTATION i. Arrange other elements in SCORE as shown below; 36 ii. Right click on the PIC1 sprites, choose BEHAVIORS. iii. Click on the new behavior; Type the name for new behavior. 37 iv. Click on EVENT POPUP, select MOUSE ENTER v. Click on ACTION POPUP, select NAVIGATION > GO TO FRAME 38 vi. Type your POPUPINFO sprite beginning FRAME. vii. Click on EVENT POPUP, select MOUSE LEAVE viii. Click on ACTION POPUP, select NAVIGATION > GO TO FRAME 39 ix. Type your Presentation sprites beginning FRAME. x. Repeat process / step ii until ix for PIC2. 7. CREATING TRANSITION DURING PRESENTATION i. Open SCORE window, Right click the first frame in the TRANSITION CHANNEL ii. Choose your desire Transition Pattern, click OK. iii. Repeat process/step i & ii for the beginning of sprite POPUPINFO and POPUPINFO2. 8. Save your file. 40 Usage Of The EFFECT CHANNELS EFFECT CHANNELS EFFECT CHANNEL FUNCTION Tempo Assigning the tempo to the chosen frame Palette Stores the color setting that was used on the object Transition Creating effects in between the frame changes Sound 1, Sound 2 Add audio into the movie Script Writing the script for the chosen frame to produce the interactive effect for the movie 41 Using TRANSITIONS 1. You can add transition to the score to fade or wipe between one point in your movie to another. There is a transition channel in the score’s effect channels. 2. Double click on a frame at the transition channel ( the transition must take place on the first frame of the change). 3. This will open the transition window giving you a whole ream of options. Select your choice. 42 Adding AUDIO as SOUND EFFECTS 1. To add sound effect to the movie, you have to import the audio file into the cast as one of the cast member. Audio file 2. Drag the cast member (audio) into the EFFECT CHANNEL (SOUND) in the SCORE window. 3. The sound will act as background sound. Importing VIDEO 1. To insert a video into your presentation, you have to import the video file into the cast as one of the cast member Video file 2. Drag the cast member (video) into the sprite channel (as required) in the SCORE window. 43 Building The PROJECTOR 1. Open the desired director file (if more then 1 director file, choose the first file to be executed) 2. Choose menu FILE > CREATE PROJECTOR 3. In the window ‘Create Projector’, select the desired director file then click the create button. 4. In the window ‘Save Projector As’ type your desire name for the new executable director file. 5. Now the file can be execute without open Macromedia Director MX application software. 44 MULTIMEDIA PROJECT ( 30 Marks): You have to create a multimedia project about subject matter FIST UniKL (you have to choose only one topic) using Macromedia Director: Example: Solar System Project Phases: 1. Submit the proposal that include navigation map and storyboard BEFORE/ON THE DATELINE GIVEN 2. Develop multimedia project 3. Submit the project BEFORE/ON THE DATELINE GIVEN. 45 PROPOSAL DEVELOP MULTIMEDIA PROJECT ABOUT SOLAR SYSTEM Developer: En. Amir Zakwan Bin Mohd Ali Hanafiah KNFT0000001 T01 Date: 31 FEBRUARY 20XX Kolej MARA Kuala Nerang 06300 Kuala Nerang Kedah 46 MULTIMEDIA PROJECT NAME: SOLAR SYSTEM Purpose: This project aims to expose the Pulau Pangkor Island to be known all Malaysian citizens and also to other people around the world. Objectives: 1. To expose all the unique things inside the Pulau Pangkor 2. To deliver some information about the wonderful places and events in Pulau Pangkor 3. To give some information about the facilities in Pulau Pangkor. Target Audience: 1. All Malaysian citizen 2. Foreign tourist. Navigation Map: - Refer to Figure A Storyboard: - Refer to Figure B Conclusion: Pulau Pangkor Island is the most beautiful and wonderful place for recreation and relaxation. In order to make people to come and enjoy the place, this multimedia presentation can help them to have some information and view about the place……. FIGURE A: NAVIGATION MAP 47 PANGKOR ISLAND HOTELS ATTRACTIONS MAPS EXIT EVENTS HOTELS HOTELS ? ? HOTELS 48 FIGURE B: STORYBOARD Frame Number: 1 Comment: Title: Pangkor Island (Main Menu) 1. Mouse pointer will blinking when entering the page. 2. Button Hotels, Attractions, Maps and Events will change the color when mouse pointer moving across. 3. ----------------4. ----------------5. ----------------- PANGKOR ISLAND Hotels Attractions maps events EXIT Programmer field: Button Hotels, Attractions, Maps and Events Mouse Enter, Change color Mouse Leave, Change to previous color 49 ADDITIONAL NOTES: Creating Simple ANIMATION REAL-TIME RECORDING 1. Open ‘PAINT’ window, create an object. 2. Open ‘CAST’ and ‘STAGE’ window. Drag the object from cast to stage. 3. Close ‘CAST’ window and activate ‘SCORE’ window. Click on the left side of the sprite for that object. 4. Double click on the ‘red box’ and hold. Drag to the right side of the sprite until the last frame. 5. Open ‘CONTROL PANEL’ window. Click on ‘selected frame only’ and a single green line will appear on the selected sprite. Change ‘TEMPO’ from 15 (default) to 5 6. Choose MENU CONTROL REAL-TIME RECORDING 7. Return to ‘STAGE’ window, move the object around.(THE MOVEMENT OF THE OBJECT WILL BE RECORDED) 8. Click ‘PLAY’ 9. Save your file as ‘ANIMATION REAL TIME RECORDING’ 50 Creating Simple ANIMATION TWEENING SETTING 1. Open ‘PAINT’ window, create 2 object (every single object on a different cast). 2. Open ‘CAST’ and ‘STAGE’ window. Drag the object from cast to stage. 3. Close ‘CAST’ window and activate ‘SCORE’ window. Click on the selected sprite for tweening. 4. Click on the frame number 7, choose MENU INSERT KEYFRAME 5. Return to ‘STAGE’ window, click and hold the object and move around. 6. Repeat steps 4 & 5 for frame number 14 and 21 7. Choose MENU MODIFY SPRITE TWEENING, click on ‘continuous at endpoint’ and adjust ‘curvature’ 8. Click ‘OK’ 9. Return to ‘STAGE’ window. Click ‘PLAY’. 10. Save your file as ‘ANIMATION TWEENING SETTING’ 51 Creating NAVIGATION ( LINK USING HYPERTEXT ) 1. Open ‘TEXT’ window, type four texts. Make sure that first and second text will be the title which is MULTIMEDIA and GRAPHIC. Third and fourth text will be the content for each title as given: Content for THIRD TEXT: PLEASE REFER TO HANDOUTGIVEN Content for FOURTH TEXT: PLEASE REFER TO HANDOUT GIVEN 2. Open 'CAST' and 'SCORE' windows, click on the item and drag from cast to score window. Arrange all items as follow: a. Place text 1 on the 'frame 1' 'channel 1'. “Make sure that the sprite consists of 15 frames.” b. Click on the text 1. Open 'STAGE' window. c. On the ‘STAGE’ window, arrange position for text 1. d. Place text 2 on the 'frame 30' 'channel 1'. “Make sure that the sprite consists of 15 frames.” e. Click on the text 2. Open 'STAGE' window. f. On the ‘STAGE’ window, arrange position for text 2. g. Place text 3 on the 'frame 1' 'channel 2'. “Make sure that the sprite consists of 15 frames.” h. Click on the text 3. Open 'STAGE' window. i. On the ‘STAGE’ window, arrange position for text 3. j. Place text 4 on the 'frame 30' 'channel 2'. “Make sure that the sprite consists of 15 frames.” k. Click on the text 4. Open 'STAGE' window. l. On the ‘STAGE’ window, arrange position for text 4. 3. Close 'CAST' window, Back to 'SCORE' window, Click on the 'MARKER' area at frame 30. Change 'new 4. Open 'TEXT’ window, edit cast for THIRD text : Select (highlight) word (text) from the content, choose TEXT. For text 5. Choose Type "skrip LINGO' as below: on exitframe me go to the frame end on hyperlinkclicked me, Link go to frame (Link) end 6. Close 'SCORE’ window. 7. Open 'CONTROL PANEL' window, click 'PLAY’ 52 Creating Simple ANIMATION USING BEHAVIOR ( PUSH BUTTON ) Open ‘PAINT’ window, create: BUTTON 1 BUTTON 2 BUTTON 3 1. Open ‘CAST’ and ‘SCORE'’ window, click on "button 1" and drag from cast to score 2. Back to 'SCORE’ window, choose MENU WINDOW LIBRARY PALETTE 3. Click on ‘LIBRARY LIST’, choose CONTROL 4. Select PUSH BUTTON behavior. Click and hold the behavior, drag to the 'sprite' ‘Button 1’ in the score window. 5. For "PARAMETER FOR PUSH BUTTON", click 'OK’ 6. Close ‘LIBRARY PALETTE’ and ‘SCORE’ windows 7. Open "CONTROL PANEL' window, click ‘PLAY’ 8. Save your file as ‘ANIMATION BEHAVIOR PUSH BUTTON’ 53 Creating Simple ANIMATION USING BEHAVIOR (TURN TOWARDS MOUSE) 1. Open ‘PAINT’ window, create: mata muka Open ‘CAST’ and ‘SCORE'’ window, click on the item and drag from cast to score. 2. Close "CAST' window and open 'STAGE' window, Arrange the place of ‘mata’ item. 3. Back to 'SCORE’ window, choose MENU WINDOW LIBRARY PALETTE 4. Click on ‘LIBRARY LIST’, choose ANIMATION INTERACTIVE 5. Select TURN TOWARDS MOUSE behavior Click and hold the behavior, drag to the 'sprite' ‘mata’ in the score window. 6. For "PARAMETER FOR PUSH BUTTON", turn towards the mouse always. Othervise remain in the new position. Click 'OK’ 7. Repeat step 7 & 8 for second ‘mata’ Close ‘LIBRARY PALETTE’ and ‘SCORE’ windows 8. Open "CONTROL PANEL' window, click ‘PLAY’ 9. Save your file as ‘ANIMATION BEHAVIOR TURN TOWARDS MOUSE’ Creating Simple ANIMATION USING BEHAVIOR ( BLINKING CURSOR ) 54 Open ‘PAINT’ window, create: Pointer 1 Pointer 2 Pointer 3 Pointer 4 1. Open 'CAST’ window. Choose MENU INSERT MEDIA ELEMENT CURSOR 2. For ‘CURSOR PROPERTIES EDITOR’ click ‘ADD’ button in order to insert all the pointer inside the ‘CURSOR FRAME’ 3. Click on the ‘PREVIEW’ button. Click 'OK' 4. Back to ‘CAST’ window, Now you will have CURSOR in the cast item. Click on the cursor. for CAST MEMBER NAME, type Pointer 5. Select MENU WINDOW INSPECTORS BEHAVIOR. Select Behavior Inspector Behavior Popup New Behavior 6. For Name Behavior, type Cursor In, click ‘OK’ 7. Select Behavior Inspector Event Popup mouse Enter 8. For Behavior Inspector script Window. Type the following script: on mouseEnter me cursor member “Pointer” end 9. Repeat step 6. 10. for Name Behavior, type Cursor Out, click ‘OK’ 11. Select Behavior Inspector Event Popup Mouse Leave 12. Select Behavior Inspector Action Popup Cursor Restore Cursor Open "CONTROL PANEL' window, click ‘PLAY’ 55 13. Save your file as ‘ANIMATION BEHAVIOR BLINKING CURSOR’ Creating Simple Presentation OBJECTIVE QUESTIONS 1. Choose MENU WINDOWS TEXT. Type your question. Named the cast as Question1. 2. Choose MENU INSERT CONTROL PUSH BUTTON. Insert multiple answer 1 3. Repeat step 2 for multiple answer 2 & 3. 4. Arrange all the multiple answer using MENU MODIFY ALIGN LEFT 5. Place Question1 on frame 1 channel 1. 6. Place every multiple answer on the next channel frame 1. (Make sure every sprite consist of the same frame.) 7. Create MARKER at the first frame sprite Question1 as Q1. 8. Choose MENU WINDOWS LIBRARY PALETTE Hold on current frame. Place on the channel script at the same frame number with the last sprite Question1. 9. Choose MENU WINDOWS TEXT. Type feedback for the selected answer which is a text for the correct answer and another text for the wrong answer. 10. Place the feedback for correct answer on the frame after sprite Question1. Create MARKER at the first frame sprite correct answer text as C1. 11. Place the feedback for wrong answer on the frame after sprite correct answer text. Create MARKER at the first frame sprite wrong answer text as W1. 12. Open CAST window. Select empty cast, choose MENU WINDOWS FIELD. Named the field as A1 13. Repeat step 1 until 12 for Question2. Change Q1 Q2 , CI C2 , Wl W2 , A1 A2 14. Repeat step 12 for marks. Change A1 marks 15. Open CAST window. Select empty cast, choose MENU Type: on startmovie put empty into cast “A1” put empty into cast “A2” 56 . put empty into cast “marks” end 16. Open SCORE window, click on right button for the correct answer Q1, choose script and type: on mouseup me put 1 0 into cast “A1” go to “C1” end 17. Repeat step 16 for every single wrong answer, type: on mouseup me go to "W1” end 18. Double click channel script at the end of sprite feedback for CORRECT and WRONG answer, type: on exif frame me go to "Q2" end 19. Repeat step 18 for feedback CORRECT and WRONG answer (last question) change the script with: on exif frame me go to "count" end 20. Repeat step 9 until 11 for Question2 21. Repeat step 16 until 19 for Question2 22. Open TEXT window, type message (text) to count marks. Named it as CMarks. Place on the frame after sprite Question2. 23. Choose MENU INSERT CONTROL PUSH BUTTON. Insert count marks text. Place on the channel 2 below CMarks sprite. 24. Create MARKER at the first frame sprite CMarks as count 25. Place cast member marks below sprite CMarks 26. Place "hold on current frame" at the end of sprite CMarks 27. Right click on sprite button CMarks. Select script, type: on mouseup me 57 put value (the text of cast "A1") + value (the text of cast "A2") into cast “marks” end 28. Choose MENU WINDOWS CONTROL PANEL. Click on play button. 29. Save Your file as ‘OBJECTIVE QUESTIONS’ 58 Creating Simple DROPDOWN LIST 1. Choose MENU WINDOWS FIELD. Type word pilihan. Named the field as pilih 2. Choose MENU WINDOWS TEXT, type any thing as the content for the text. Named the cast as T1. 3. Repeat step 2 and named the cast as T2. 4. Open SCORE window, place pilih sprite on channel 1 frame 1. 5. Place sprite T1 on channel 1 after frame sprite pilih and sprite T2 after frame sprite T1 6. Create MARKER at the first frame sprite pilih as pilihan. 7. Create MARKER at the first frame sprite T1 as Topic1 8. Create MARKER at the first frame sprite T2 as Topic2 9. Choose MENU WINDOWS LIBRARY PALETTE Hold on current frame. Place on the script channel at the same frame number with the last sprite pilih. 10. Repeat step10 for sprite T1 and T2 11. Choose MENU WINDOWS LIBRARY PALETTE CONTROL "dropdown list". Click and drag to the sprite pilih. 12. For parameters for "dropdown list", change to Current contents of the field Marker in this movie and Select: return the selected item when called Execute: go movie | go marker | do selectedline. Click OK. 13. Choose MENU WINDOWS CONTROL PANEL. Click on play button. 14. Save your file as ‘DROPDOWN LIST’ 59 Creating Simple EXIT MESSAGE 1. Choose MENU MODIFY MOVIE PROPERTIES. Arrange movie size to be smaller that actual movie. 2. Choose MENU WINDOWS TEXT. Type your desire message to be display. Named it as message. Place on the channel 1 frame 1. 3. Choose MENU INSERT CONTROL PUSH BUTTON. Type 'YES’. Place on the channel 2 below sprite message. 4. Repeat step 5 for button ‘NO’. Place on the channel 3 frame 1. 5. Right click on sprite button 'YES'. Select script, type: On mouseup me Global answer Set answer to "YES" Close window “named the movie for exit message.dir” Quit End 6. Repeat step 7 for button 'NO'. Change the script as below: On mouseup me Global answer Set answer to "NO" Close window “named the movie for exit message.dir” End 7. Place "HOLD ON CURRENT FRAME" at the end of the sprite message. 8. Choose MENU FILE SAVE. Type the named for your exit message movie. (Make sure that you named it as the same name you type in the script). 9. For the movie with the EXIT button, right click on the sprite button. Select script, type: On mouseup me Set the windowType of window “name of the exit message.dir” to 1 Open window “name of the exit message.dir” End 10. Choose MENU FILE SAVE AND COMPACT. Choose MENU FILE CLOSE. Choose MENU FILE NEW MOVIE 60 61
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