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Introduction
- The QuickTime Sprite Movie Exporter is a Director Xtra (an
Xtra is a sofware component written to extend Director's
functionality) that is available at no charge from the QuickTime
site. The sprite exporter takes the contents of the Director score
and converts it to a QuickTime movie using QuickTime sprite
technology. It is similar in function to Director's built-in
Export to QuickTime movie option. However, instead of creating a
QuickTime movie with a video track, it creates a QuickTime movie
with a sprite track. For many kinds of animations, the sprite
track provides a much more compact representation of the
animation. The sprite track will often have better performance
characteristics across a wider range of machines.
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Important Note
The version of the Sprite Exporter currently posted does not support the QuickTime 3 fire, ripple
and cloud effects as documented below.
System Requirements
- To run the QuickTime Sprite Movie Exporter you must have
Director 5.0 or later for Macintosh installed. (A Sprite Exporter
has not yet been written for the Windows version of Director). The
exporter works on both PowerPC and 68K based Macintosh computers.
You will need to have QuickTime 3 installed.
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Installation
- To install the QuickTime Sprite Movie Exporter, put the
QuickTime Sprite Exporter file into the Xtras folder which is
located in the same folder as the Director application.
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How the QuickTime Sprite Movie Exporter Works
- When you export your Director project using the Sprite
Exporter, each of the castmembers in the project becomes a
QuickTime sprite.
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- The animation itself is done by arranging the castmembers on
the Director stage over a series of frames. The result is a score
that contains information about which castmembers are on stage, in
what locations, and at which frames of the movies. The Sprite
Exporter uses the Score information to generate the sprite track
in the QuickTime movie.
A sample Director Score
Technical Note: A QuickTime sprite is not
the same as a Director sprite. A Director sprite is an
instance of a Director castmember and contains information about the
path, size, and location of the castmember over time. A QuickTime
sprite is just the Director castmember. The QuickTime sprite track
contains the information about how many times, where and when each
QuickTime sprite occurs in the movie.
Director castmembers
Exporting a Director Project using the Sprite Exporter
When you are ready to create a sprite movie, choose the QuickTime
Sprite Exporter from the Xtras menu in Director.
Important: Due to a bug in Director, when you create a new
project for the first time (or if you later change the background color of
the score or the dimensions), you must save the Director project, close it,
and reopen it for the QuickTime Sprite Exporter to be notified of
the change. If you do not close and re-open the project, the QuickTime
Sprite exporter creates an empty movie.
The QuickTime Sprite Movie Exporter displays the following dialog
to allow you to configure the export operation.
Export All/Selection
The first line of options allows you to select which frames from
the score will be exported.
- If you select Export All the entire score will be exported.
- If you select Export Selection Only just the frames currently
selected in the score will be exported.
- If only one frame is currently selected in the score, the
Export Selection Only option is disabled.
No Sound/Sound/Music
The second line of options lets you specify how audio should be
handled.
- If you don't want audio in the QuickTime movie, select No
sound.
- If you want the audio to be exported into a QuickTime Sound
track, select Sound Track. This will cause all the audio in the
score to be mixed down into a single QuickTime Sound track.
- If you want the audio to be exported into a QuickTime Music
track, select Music Track. A QuickTime Music track uses a
MIDI-like note format to store sounds. For many kinds of audio,
this is a more compact representation.
If your score uses sound for many short sound effects, exporting
to a music track is probably the best choice. However, because all
the sounds to be played in the music are loaded into memory when the
movie is opened, if your score has a very large number of sounds or
very long sounds, it is best to select "Sound track".
Ignore Director Scaling
The third line of options lets you work around a bug in the
Director 5.0 Xtra support. In some cases,
Director 5.0 doesn't correctly return the sizes of sprites on the
stage. This causes the QuickTime Sprite Movie Exporter to generate
movies with incorrectly sized sprites. Since many Director projects
never use scaled sprites, this isn't too big a problem. In general,
you should be able to leave Ignore Director Scaling unchecked.
However, if your sprites are incorrectly sized in your output movie,
check the Ignore Director Scaling box and try re-exporting the movie.
Override/Difference Samples
This option allows you to select the way in which
the samples of the QuickTime sprite movie are stored. There are two
formats, and each has its own advantages and disadvantages.
- Select Override Samples if you intend to use your movie on a
CD-ROM or a hard disk and will be random-accessing different parts
of the animation. The Override Samples format uses more disk
space, but provides extremely fast random access to any frame.
- Select Difference Samples if you are concerned about the size
of the QuickTime movie. The Difference Samples option will create
a significantly smaller movie file, but random access will also be
much slower. If the movie is only going to be used to play from
beginning to end, then Difference Samples is the best choice.
Note: For web playback, choose Difference Samples.
QuickTime 2.1/2.5 Compatible
This option lets you indicate which version of
QuickTime this movie will be used with. QuickTime 2.1 and 2.5 do not
support graphics modes (inks, to use the Director term) for sprite
movies or special "effect" codecs (ripple, fire, water). QuickTime 3
provides support for these features.
- If you are not using inks or you intend to deliver the movie
to users who will be running older versions of QuickTime, you
should check QuickTime 2.1/2.5 compatible.
- If you will be using inks, and your users will have a newer
version of QuickTime, uncheck QuickTime 2.1/2.5 compatible.
- The new effect codecs (ripple, fire, cloud, etc) are
not supported version of QuickTime prior to QuickTime 3. If you choose to use
these effects, be sure to uncheck the QuickTime 2.1/2.5 Compatible
box.
Use QuickTime Alpha Channel
This option lets you enable a special feature of the
QuickTime Sprite Movie Exporter. If you check Use QuickTime Alpha
Channel, the exporter will automatically enable alpha channel based
transparency for specially marked cast members. This is explained in
detail in the Using Alpha Channels section.
Once you have configured the export options, click OK to begin the
actual export. The export goes through several different phases as it
exports the movie. Once all the progress dialogs go away, the export
operation is complete and you can use MoviePlayer to view the
exported QuickTime Sprite Movie.
Supported Features
Macromedia Director is a sophisticated application
with many features. The QuickTime Sprite Movie Exporter supports only
a subset of these features.
- If you add markers to the Score, the Sprite Exporter will
convert them to a text track and they will show up in the Chapter
Heading section of the movie controller.
- Support for alpha channels. The Transparency demo clearly
illustrates the benefit of alpha channel. If the sprite images are
created in a package like Adobe Photoshop that supports alpha
channels, then the alpha channel information can be used.
- Only bitmap and picture based cast members are supported for
the sprite track. In particular, digital video cast members are
not currently supported.
- Both Sound Resources and AIFF files are supported for sound
tracks.
- Lingo is not supported in any way. If you use Lingo to animate
your sprites, this will not be reflected in the exported sprite
movie.
- The frame rate specified in the score is supported. If it is
not specified, the default frame rate for the project is used.
- The background color of the score is used for the background
color of the sprite movie. If you change the background color of
the score or the dimensions, you must save the project, close it,
and reopen it for the QuickTime Sprite Exporter to be notified of
the change. This is a bug in Director.
- The registration point of cast members is respected.
- Film loops are supported.
Hints
This section describes some details about how the
QuickTime Sprite Movie Exporter works so you can make better
decisions about how to use it.
- The exporter creates a sprite track with a single key frame
and a large number of override or different frames to describe the
animation. This key frame contains all the images that are used in
the score. This key frame is loaded into memory the entire time
that the sprite movie is played. The images in the key frame are
compressed, but the amount of memory can still be considerable. If
you have more than one scene, it is probably best to break it up
into multiple projects, export each one independently, and then
paste the exported movies together using MoviePlayer. In this way,
you will get a movie with multiple key frames, so it will take up
less memory on playback.
- Under QuickTime 2.1 and 2.5, sprite tracks get better
performance if they are a multiple of 16 in width and height (and
multiples of 32 if the dimensions exceed 512 pixels).
- Under QuickTime 2.1 and 2.5, sprites will consume more
processor cycles if they cross the edge of the stage. For best
results, keep sprites away from the very edges of the stage.
- The exporter stores all sprite images at 16 bits per pixel.
Use this to your advantage. Don't dither your pictures down to 8
bits. QuickTime will do that automatically, if necessary, at play
back time. 16 bit images look much better for users that have
screens that support it.
- The QuickTime sprite architecture supports a foreground and
background plane. Director's score only really has a single plane.
By default, all images are placed into QuickTime's foreground
plane. If you want a static background picture, you can put a
sprite into the first sprite layer in the score. If it is present
for the entire duration of the score and doesn't movie, it will
automatically be placed into the background plane. If you have a
large background image, use of the background plane will provide
much better performance, although it will also consume more memory
at runtime.
- Only cast members that are used in the animation are included
in the exported file. Others are ignored.
- Markers can be exported. They will be stored in a separate
text track. The text track is disabled by default, but is
displayed in the movie controller with QuickTime 2.5 or better as
a chapter list pop-up menu. The text track can be enabled using
MoviePlayer.
Using Alpha Channels
Although a single transparent color is appropriate for
most opaque objects, objects that are not opaque (the goblet and
bubble in the transparency demo) require a different treatment.
Similarly, if you want an anti-aliased edge along the border of your
object (lightning bolt in the transparency demo), you'll need a range
of transparency values. This is what the alpha channel provides.
Director 5.0 doesn't directly support sprites with alpha channels.
While the QuickTime Sprite Movie exporter doesn't give Director the
ability to display images with alpha channels, it does provide this
capability within a QuickTime sprite movie authored with Director. To
do this, you must create all cast members that will use alpha
channels in a special way.
First, create your images with alpha channels and save them into a
QuickDraw picture. Many applications let you do this, including Adobe
Photoshop.
Next, import this picture into the cast as a linked cast member.
To do this, select Import from the File menu. Choose the picture you
wish to import, check the Linked box, and click Import.
Finally, you must set the name of cast member to include the word
"alpha". You can now use Director normally to create a score. The
alpha channel information will not be displayed in Director, but if
you export the movie with the Use alpha channels option selected, the
alpha channels will be correctly displayed in the resulting QuickTime
movie.
Photoshop Channels - #4 is alpha
The illustration above shows the four channels for the goblet in
the transparency demo. The first three are the red, green, and blue
components of the actual image. The fourth channel tells how much of
the background to allow to show through.
The alpha channel for the goblet. Darker = more
transparent
This illustration shows only the alpha channel information for the
goblet.The darker gray a pixel in the alpha channel is, the more of
whatever is behind the image will be mixed in with the image,
creating a transparency effect.
The Ripple Effect
The version of the Sprite Exporter currently posted does not support the QuickTime 3
ripple effect as documented below.
The ripple effect is created by taking a black and
white image and compressing it into a sprite using a special codec.
When the sprite is drawn, the ripple filter is applied to any objects
below a black pixel in the image. The ripple happens even when the
movie is not playing.
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The black&white mask controls where the ripple is
applied
To tell the Sprite Exporter to use the ripple codec,
make sure the name of the castmember contains "ripple".
The Fire and Cloud Effects
The version of the Sprite Exporter currently posted does not support the QuickTime 3 fire
and cloud effects as documented below.
The fire and cloud effects are similar to the ripple
effect, although they do not use a mask. If the name of a cast member
starts with "fire" or "cloud", the Sprite Exporter pays no attention
to the content of the cast member but rather, applies the fire or
cloud effect to the path of the castmember.
The size of the fire or cloud is determined by the bounding box of
the castmember.
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