Setting sprite appearance and behaviorsAfter you add a sprite, you're ready to set its appearance and behavior. You set its appearance by specifying whether the sprite is visible or invisible in the movie, and how the sprite overlays or interacts with other sprites in the movie. You also set its appearance and behavior by selecting images from the image pool that you want displayed when the movie runs, and when the viewer moves the mouse pointer over the sprite or clicks inside or outside the sprite. The list of images and actions for a sprite are stored in its keyframe. Keyframes are similar to samples in that keyframes let you define attributes for a sprite, and you can have one or more keyframes for each sprite. In addition to defining attributes, a keyframe takes effect at a specific time. For example, you can create three keyframes for a sprite at different time points, each of which is assigned a different image. As the movie plays, the three images change at the time points where you created the keyframes. In addition, you can assign different actions to the keyframes to have the actions execute at different times. (See Wiring sprites with action.) When you first add a sprite track, GoLive automatically creates a default keyframe for the the default sprite object. You can keep the default keyframe as it is if you want. But, in most cases you'll want to use it as a starting point and change its appearance and behavior, and assign your own images to it instead of using the default Untitled Image 1. To set sprite appearance and behavior:
![]() Setting sprite appearance and behavior A. Use these boxes in the Sprite Sample Inspector to set the rollover behavior of each sprite image. B. Keyframe Visible Makes the sprite visible in a QuickTime movie. Mode Specifies how the sprite overlays other sprites in the movie. (See Mode menu in Setting the basic track and sample properties.) |