cis17@sci.brooklyn.cuny.edu goetz@sci.brooklyn.cuny.edu Bitmap - pixel color values. very large in size. Does not scale well. Vector - mathematical expression. small in size scales well. Fill - none,solid,gradient Transparent Sprite - Set the ink to Background Transparent File, Import RTF & HTML Drag and drop your text from the cast onto the stage. Resize your textbox as needed. Double click in the cast to edit the text. Ctrl-T (Window, Text inspector) lets you edit the alignment and other text properties. Import your fonts. Include some bitmap version for smaller fonts 8,10,12 Sounds: flashkit.com soundloops Click Download Right click on mp3 and save target as Sounds go in a Sound Channel Right click near the upper part of the score and select Effect Channels You can link to files while importing rather than embedding into your movie. Use MP3s for your audio to save your problems importing. Or use WAV to SWA from the Xtras menu. Frame rate: How many frames per second (FPS) are played in the animation. Tempo is what Director calls this. More FPS the smoother the animation. 30 default 60 is for fast PCs 15 for slow PCs Frame Rate Number of KEYFRAMES frames depend how smooth your animation will appear Import, or draw a cast member (could be text even) Place the member on the stage. Change the position, or shape over time Use some animation technique to create the animation. Before placing content on the stage, check the channel and the frame that you are editing. Control, Step Recording Window, Control Panel Set the sprite to have 1 frame, start and end frame the same. Step Forward and reposition the sprite. Repeat for each frame. Control, Realtime Recording Then move your sprite around in real time to get many keyframes. Tweening fills in the frames inbetween the keyframes. start and end frame for the sprite Ease in & out in the Modify, Sprite, Tweening properties Onion skin lets you see the previous member when drawing a bitmap Transitions Effects Channel Place the sprites on overlaping channels.