Multimedia Programs
module last modified: March 27, 2002

Macromedia Director 8.0


PLATFORM

You can do this module all the way through on either the Mac or the PC side of the CCLI. A few steps below will vary if depending on the platform you are using and these are noted below.

PURPOSE OF THIS MODULE
This module will have you make a very basic multimedia presentation, using Macromedia Director 8. Director 8 is an industry standard. In this module, you will get a basic familiarity with Director. There's a whole lot more that Director can do besides what you will learn here–but this will be enough to familiarize you so that you can learn a lot more if you want. At the end of this module, you'll have made a presentation that:

You should probably read each step all the way through before you try it. This module is too long for you to read the whole thing all the way through before you do it, but you will probably find it easier to do if you read each step first.

STEPS

FIRST, PLANNING AHEAD
If working on the Macs, be sure to use one of the G4s (clear/gray cases) or the G3s (blue/translucent cases). They are much faster and therefore easier to work on in general and for this project in particular (Director and PhotoShop are very large programs that require a lot of memory to run simultaneously.

PREPARING FOR SOME ANIMATION

  1. In PhotoShop or Illustrator (if you make the drawings in Illustrator, import them to PhotoShop after you make them and follow the remaining directions), make a series of small drawings that, when made to show sequentially on screen, will make animation. You can make a person walking, a tree growing, a glass breaking, whatever... make at least 6 drawings for your animation. (If you created the bonus section for ImageReady, you can reuse these images or create new ones).

  2. Make the drawings be no more than about 2" by 2" –this is for memory's sake. To do this click on "File>New", change "points" on width and height to "inches" and then change both to the number 2.

  3. When you have finished with the drawings, convert them all to 8-bit graphics. You do this by choosing Image>Mode>Indexed. You may have to play with the "Indexed..." dialog box to get your drawings to look their best; you may also lose some quality in your drawings, but you will gain speed & have fewer memory problems once you have imported the drawings into Director. (You will also save space on your Home Directory.)

  4. For easiness in importing the graphics to Director, save all your images as PICT images into their own folder. PhotoShop will ask you if you want to flatten your image. Click "OK," otherwise you will not be able to save as a PICT. You will have to Undo this in the History Panel to return to the layered version of your image so that you may continue altering it. Director 8 can import other kinds of formats, but PICTs will take up little memory. Also, if you save your images into one folder, you can import them all at once into Director.

  5. When you save your drawings, number them. For example, name the first drawing something like "01" and then the second "02", and so on. This way, they will import in order into Director.

OPENING & LOOKING AROUND DIRECTOR
Once you have saved your drawings to your Home Directory, quit PhotoShop, and open Director 8:

On the Mac
Access Director 8 from the Apple menu (pull down to "Local Applications" and then choose Director 8 from the submenu that will appear).

On the PC
Open up Start>Multimedia>Director 8


IMPORTING YOUR DRAWINGS

  1. In the Cast window, click in box 1 to highlight it (it will have a blue box around it). (If these boxes are not visible, click the icon that looks like it has bulletted points on it-

  2. From the File menu, choose "Import..." A dialog box will appear.

  3. There is a pop-up menu labeled "Show:" towards the middle of the dialog box. You can make this menu have the setting of "All Files" or just "PICT" (but notice the other kinds of resources that Director can import through this menu).

  4. Use the top of the dialog box to find the images you made in PhotoShop and saved to your Home Directory.
    You can click on your images one-by-one, and then click "Add" after each one in order to get the files listed at the bottom of the dialog. But, as long as you have saved all your animation images in one folder together, you can click "Add All" to move them all at once to the bottom of the dialog.

    Make sure the bottom drop-down menu has "Import PICT file as PICT" (It may say "Import Standard" as its default). Once all your animation images are listed at the bottom of the dialog box, click "Import". The dialog box will close, and you should see that all your images are now in the Cast. If a dialog box labeled "Image Options" comes up, just click "OK."

  5. First, you are going to make your drawings work as an animation, then you will make a button that allows a user to control the animation.

  6. Have the Cast, Score, and Control Panel open. This will take up a lot of screen space, but do your best to arrange the windows so that you can see as large a part of the Stage as possible.

  7. Click on the first image in the Cast window, then hold the shift key, and click on the LAST image: this will select all those images.

  8. From the Modify menu, choose the "Cast to Time" option.

  9. After you make this menu choice, you will see in the middle of stage the first image of your animation.

  10. If you look in the Score, you will also see that several frames have been colored, in the first channel: Director has taken your images and built them into a little sequential animation. The number of cells taken up by the colored band shows how many images you made.

  11. Click the Play button in the Control Panel (it looks like the Play button on a VCR, a right pointing arrow).

  12. Your images have been automatically animated for you.

  13. Stop the animation (click the square Stop button in the Control Panel).

  14. Click the image showing on the Stage, and move it around.

  15. Play the animation again -- notice that it now plays wherever you moved it.


Moving an animation in the Score

  1. Now you will move the little animation you just made, so that you can add some other elements.

  2. In the Score window, click the bar that represents the animation you just made, and, while holding the mouse down, move the mouse to the right. The whole line will move -- move the animation over so that it starts at about frame 25.

  3. Try playing your animation again. There will now be a bunch of white frames, with nothing happening in them, before your animation plays.


MAKING A BUTTON to control your animation

  1. Any object in Director can be made to respond to a user's input, but there are objects called "buttons", which are easy to make and which can be made to highlight in response to a user's click.

  2. You are about to make a button, but first you want to "tell" Director the frame in which you want the button to appear.

  3. In the Score window, click in the very first frame in the second channel (the animation is in channel 1), the "2,1" frame. That cell will highlight. Now you are ready to make your button.

  4. With the Score and the Cast windows open (and as much out of the way as you can make them), choose "Tool Palette" from the Window menu.

  5. At the top of the small palette that appears, there are various small boxes. You click on them to make different kinds of objects. At the bottom of the palette are options for choosing colors and lines for the objects you can make.

  6. Click the tool named "Button."

  7. Move the cursor out to the Stage and draw a rectangle. It doesn't matter what size you make the rectangle–you can always adjust it.

  8. As long as you hold the mouse down, you'll see a dotted rectangle. When you release the mouse, this rectangle will get a thick outline around it, and will have a cursor blinking in it.

  9. The rectangle is a button, waiting for a name and some other attributes. The heavy rectangle means that the button is selected, and that you can therefore make changes to it, which you will do in the next step.

  10. Notice that there is now some information in the cell you clicked in the Score window. You'll learn more about what this means later).

  11. As long as the button is selected, type "Click here" on the keyboard. You'll see these words appear in the button. (You can name the button anything you like–"Click here" is just a suggestion.)

  12. If you can't type into the button, select the Arrow at the top of the Tool palette, and then double-click the button: you'll now be able to type in a name.

  13. Drag-select the words, just as you would in a word-processing application if you wanted to make the words be bold or italic.

  14. From the Modify menu, choose "Font…".

  15. This will bring up a dialog box that allows you to choose the typeface and style and size you want for the button's words.

  16. After you click OK in the Font dialog box, you'll notice that the button changes size in response to a change in the text size. If the words go onto 2 lines because you make the words big, you can make them go back onto one line by lengthening the button: make sure the Arrow tool is selected in the Tool palette, and then click and drag one of the corners of the button to resize it.

  17. You can also move the button anywhere: hold the mouse down over any of the thick edges around the selected button (except over the "handle" on the right), and drag.

  18. Double-click the button so that you can edit its text, then drag-select the button words again, and choose a color for them from the Tools palette by following the next steps.

  19. Click and hold the mouse down over the black square that is towards the bottom of the Tools palette. A palette of colors will appear; choose the one you like, and the button words will change to that color. You can make different words be different colors by selecting a single word and choosing its color.

  20. Double-click the button again, and drag select its words, and now you can change the color of the button.

  21. Click and hold the mouse down over the white square that towards the bottom of the Tools palette, under the black square that gave you access to the text color for the button. A palette of colors will appear here, too; choose the one you like, and the button background will change to that color.

  22. Now there's one last thing to do before you make the button do something: you need to make the button take up the appropriate space in the Score.

  23. If you've closed the Score window, re-open it from the Window menu.

  24. Look in channel 2 of the score: you should see a colored bar starting in cell 1 and going up to the first frame of your animation.

  25. Click on the right edge of this bar (it looks like a little rectangle) and drag this edge to the LEFT, until the colored bar ends at frame 20.

  26. This way, you have left some space in between the button and the animation. You don't *have* to do this when you make your own interactive pieces, but this space will help you see more easily what you are doing.

  27. Rewind your animation and play it…

  28. Your should see your button for a while, and then some blank time, and then your animation. Next you will make Director stay on the button until it is clicked–and you will script the button so that, when someone clicks it, you go to your animation.


MAKING THE BUTTON actually do something

  1. In the Score window, click in the cell above frame 20, just above the gray frame-number bar. You have clicked in the Score's Script channel (notice the little icon of lines over to the left–that's the sign for the Script channel), where you can enter instructions for what Director should do when, while playing your piece, it reaches that frame.

  2. Go up to the Modify menu, pull down to choose the Frame option, and then choose "Script" from the submenu that appears.

  3. A dialog box, that says "Score Script" at the top, will appear. There will also be a number in the title of this window; this number shows where in the Cast window this script will appear once you have finished it. (NOTE that Director stores all scripts in the Cast window, as well as in the Script window. This is nothing to worry about, but just something to know.)

  4. The dialog box will also have the beginning and ending parts of a script: it will say "on exit frame", followed by a blank line, followed by "end": you will enter something on the blank line to tell Director what to do when, as it is playing, it is ready to move on from frame 20.

  5. In this Score Script dialog box, the cursor should already be blinking for you. If you were to start typing, Director would enter text for you. Type the following:

    go frame 1


  6. (And if, for some reason, the cursor isn't blinking, just click on the blank line, and type.)

  7. Close this window by clicking its Close Box.

  8. You should see, in the Score Window, a number showing in the Script cell you had selected for frame 20.

  9. Play the animation.

  10. You should see just the button, and nothing more. The playback head should go to frame 20, and then loop back to frame 1. Watch it as it moves across the numbered gray bar in the Score window to see this happen. (Also, try clicking on the button on the Stage: it should highlight: buttons do this automatically in Director.)

  11. If your playback head doesn't loop properly, repeat steps 1 to 3.

  12. Now you will make the button do something when someone clicks it.

  13. In the Score window, click the entire bar that represents the button in the script, so that it is highlighted (turns from blue to dark blue). If there is more than one bar, highlight and delete those bars.

  14. Go to the Modify menu, pull down to Cast Member...., and then choose Script from the submenu that appears.

  15. The window for typing in scripts will appear again, but now it will be titled "Script of Cast Member…" and then the number of where that cast member appears in the Cast window. Notice that again this window opens with the very beginning and the very ending of a script; you will supply what happens in the middle.

  16. (The "on mouseUp" handler means something will happen when someone first clicks the mouse down on the button, and then releases the mouse button, so that it goes up.)

  17. In between "on mouseUp" and "end", type:

    go frame 25


  18. Frame 25 should be where your animation starts.

  19. Close the Score Script window by clicking its Close Box. Click on "play" in the control panel. Then click your button.

  20. When you click the button, you should see your animation.

  21. If the "Loop" button in the Control Panel window is selected (it will look depressed), Director will return you to your button once the animation is done. The next step will show you how to make this happen whether or not looping is turned on.

  22. Right click on the first script in the script channel. Then click on "Copy Sprite".

  23. Click in the Script channel above the last frame of your animation. You will be assigning a line of script here–but this time you won't have to write a new line of script. All you need to do is right click on the frame and then "paste sprite."

  24. If looping was on in the Control Panel, turn it off (it will look slightly raised if it is off), and play your animation.

  25. When you click your button, you should go to your animation, and then automatically be returned to the button.


MAKING IT A LITTLE MORE INTERESTING
Now you will add some text...

  1. Make a new button, repeating the steps above for making a button–EXCEPT, start by clicking in frame 1 of channel 3. Make this button exist in frames 1 to 20 also.

  2. Follow the steps above for scripting the button (Steps 6-9 of the "MAKING THE BUTTON ACTUALLY DO SOMETHING"), but, when you type a script, this time type "go frame 40". (If the animation you imported from PhotoShop goes beyond frame 40, however, you will have to pick a higher number, and use that same number in what follows.)

  3. In the Score window, move the playback head (the little red box that moves across the gray numbered bar) to frame 40:

  4. Click on frame 40 in channel 4. Choose the Text tool from the Tools window. (The text tool is the letter "A" in the top left of the Tools window.) The cursor changes to a crosshairs.

  5. Click and drag the Text tool (the crosshairs) on the Stage. This will make a Text field.

  6. Notice that, in the Score window, starting at frame 40, there is a colored bar to show the extent of the text field; as with all new objects, the default number of frames taken up by the new object is 28.

  7. Type some text–any text whatsoever–into the field, and give it a font and style and color in exactly the same way you did for the buttons you made. (See steps 5-10 under "Making a Button" above.)

  8. If you want to modify this text field, click it once to move it or resize it; double-click it to edit the text (or change its color or the color of the field.)

  9. In the Score window, click in the Script channel just above the last frame occupied by the field.

  10. Just as you did for the animation, copy and paste in the script sprite that sent the score back to frame 1.

  11. Play your animation to see what happens. Now go back to the first frame in channel 5.


Making Animation

  1. Draw a circle on the stage. You will see it become a cast member automatically.

  2. Click the last frame in the score for the circle sprite. Move the keyframe back so that it is even with the button sprites.

  3. Now move the circle on the stage by selecting the colored dot in the upper left hand corner. You will see a dotted line appear. This line shows the motion that you just added. Play your project to see what it does.

  4. Notice it just moves and then jumps back to the first position when the animation goes back to the first frame. Hold down the Option key (Mac) or Alt key (PC) and click on one of the yellow dots toward the middle of the line that shows the movement of the button. Drag it to the final position, then take the red dot on the end of the movement line and place it on top of the green dot at the other end. Play it again to be sure the button goes back and forth.

  5. Repeat these steps for the another object, like a square, but this time click the Alt key before you drag one of the yellow dots. This allows you to change the movement line from straight to curved.

  6. Now go to the top section of the score. Find the two arrows that point to each other in the upper righthand corner (this is the Show/Hide Effects Channel icon). Click this open and find the first sound channel. I want you to add a sound from the references folder on the Groups Drive or find one off of the internet to use (or record your own).

  7. Click on the second frame in the first sound channel.

  8. Go to File>Import and find the sound file you want to play in your movie.

  9. You will see it appear in the cast window. Drag it from the cast to the score putting the left end of the box representing the cast member into the frame you want it.

  10. Obviously, this is just the tip of the iceberg with Director (even though you've probably been at this for hours).


TURNING IN YOUR WORK

The project should have:

Points
Turned in on time 10
All steps followed 50
Creative animation 15
Instructor’s Discretion 10
Basic points 85

Bonus

Please use one of the Director manuals in the CCLI or go to the very informative Macromedia Director site (http://www.macromedia.com/support/director/) to find out how to complete these tasks if you already do not know how to. Choose a purpose for your creation. This means you will have to think of a design beforehand.

  1. Add at least one additional sound to your animation (It can be one of the sound effects you saved from the web).

  2. Add at least two more buttons with specific destinations in the director score.

  3. Import at least four graphics you scanned and altered in Photoshop (these should be one of the destinations for the new buttons and should already be in your home directory from previous projects). Put the graphics in order on one channel show that they are seen like a slide show.

  4. Create a projector for your animations and save it to the Groups Drive as bonus.exe or as Bonus Projector on a MAC.

  5. Put the animation drawings from the GifBuilder project into Director and see the difference. Turn in both files so that I can view them and compare.

Bonus POINTS......................15
Total points..........................100