Importing images and adding spritesBefore you can use images as sprites, you must first import them into the image pool. You can use images with the following formats: BMP, GIF, JPEG/JFIF, MacPaint, Adobe Photoshop, PICT, PNG, QuickDraw GX (Mac OS only, requires the QuickDraw GX extension), QuickTime Image Format, SGI, Targa, and TIFF. When you first add a sprite track, GoLive automatically adds a default sprite object (called Sprite) and assigns it a default image (called Untitled Image 1) that contains a white color. You can either keep the default sprite object and default image, or delete them after adding your own sprite objects and importing your own images. You can also import a Photoshop file and automatically create a sprite for each layer in the file at the same time. (See Importing Photoshop layers as sprites.) To import images into the sprite track image pool:
Note: Although the Images tab lets you import a Photoshop file and use the imported images with sprites, it doesn't automatically create sprites and set roll over behavior based on layer names. To do so, use the Sprites tab to import the Photoshop file. (See Importing Photoshop layers as sprites.) GoLive lists the images in the Images tab of the Sprite Track Inspector. You can select an image name and view the properties, and you can rename each image in the Name text box. To add sprites to a sprite track and use images from the image pool:
After you press the Enter key or click outside the Sprites tab, GoLive adds the number of sprite image(s) you specified in subtrack(s) below the sprite track, and assigns each sprite a name (Sprite 2, Sprite 3, and so on) and a keyframe. GoLive also assigns the first image listed in your image pool to each sprite you add, which is the default Untitled Image 1 unless you delete it. You can now assign an image from your own image pool. (See Setting sprite appearance and behaviors.) To delete images from the image pool:
Note: You can't delete an image if it's assigned to a sprite or referenced in an action. |