Macromedia Director 8.5 Shockwave
Studio
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- Inks
- Fading, Rotating, and Skewing
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- 3D Text
- Special Effects Channels
- Tempo
- Color palette
- Transition
- Audio
- Script
- Adding Markers
- Adding Interactivity
- Behaviors
- Simple Scripts
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- DMC tips: Dell Dimension 4500
Introduction
What is Director?
Macromedia Director is a very powerful and versatile
multimedia authoring program. It can be used to create
interactive CD-ROMs, internet presentations, and even
complex computer games. It is similar to Macromedia
Flash, but it can work with a wider variety of
files, can create more complex interactivity, and,
unlike Flash, it can create stand-alone projectors
(i.e. a program that contains all the necessary components
to run itself, unlike browser-based Flash).
The basic functions of Director are visually-based
and relatively straight forward. If you have used
Flash before, the working environment will seem very
familiar. As you add more complex interactivity and
require special functions, the program requires more
knowledge of lingo, Director's "programming"
language. Many of these functions are accessible through
Director's script libraries, and so it is still possible
to use many of the program's features without memorizing
the entire lingo dictionary (which does happen
to be in the DMC's book collection, just in case.)
If your computer has the latest Shockwave software
plugin, you can see some examples of Director projects.
If you do not have this plugin, you can get the free
download at the Macromedia
Download site. You can watch a very short visual
demonstration of a Director
presentation, or you can look at some of the very
advanced projects that are being created by cutting-edge
companies.
Since Director is quite a complex program, this helpsheet
cannot cover more than the basic points. If you are
learning the program, you may wish to work with the
interactive tutorial that is included with Director,
in addition to referring to the Director manual. An
informal tutorial can also be set up with one of the DMC Staff.
Working Space
The area in Director where all the action occurs
is called the STAGE.
The stage is all that will appear in your final presentation,
and can be set to many different sizes, from the size
of a web-banner to full-screen, depending on the needs
of your project. The media elements which you include
in a Director presentation (photos, audio, text, video,
etc.) are called the CAST,
and once they are added to the stage, they are called
SPRITES.
The area where you "instruct" the cast members
how long to appear, and also give instructions for
their various actions, is called the SCORE.
The project which you create is called a MOVIE.
Do not confuse this term with Quicktime of AVI movies
that you may use in your project.

The basic process works like this:
you import or create cast members, which
you then can add to the score at the point/s
you wish them to appear. The cast members are represented
in the score by horizontal blue lines, with
each "frame", or section of time, is represented
by a vertical column. You can add cast members
directly to the stage, and they will appear
in the score at the corresponding frames. Once a cast
member is placed on the score or stage, they are referred
to as sprites. At that point, all the fun
begins . . .
Initial Settings
When you first open Director, it will be set to the
most recently used settings. To change these, select
Modify>Movie>Properties. This
dialogue box will appear:

You can use it to change the stage size
(use the arrow to the right to view a menu of standard
stage sizes), the number of channels
(see the explanation of the score
for more information), the background color
of the stage, and the color palette.
If your Director project will end up on the internet,
or will need to be viewed on both Macs and PCs, it
is best to set the color palette to Web 216.
The control panel allows you to play and stop the
Director movie. One particular setting that can cause
problems/confusion is the loop button. When selected,
it will repeat your movie over and over again until
you hit stop. If you want Director to stop after one
play through, simply deselect the loop button.
The Cast
The cast is made up of all the media
elements which you will use in the presentation. Cast
members can include such items as text, graphics,
audio, and video. There are two ways to get cast members:
you can either import them,
or you can create them in Director.
You can create text, simple bitmaps, and vector shapes
in Director. All other files need to be imported.
The cast can be viewed in two different ways: either
by icon, or in a list.

You can change the viewing style by clicking the
"cast view style" button near the top left.
Importing Cast Members
To import a cast member into Director, select File>Import.
You will be able to browse through files to find the
ones you want to use. If you only need one file, select
it, and then click "import". If you want
to import a number of files, click "add"
after you select each file. Once all the files you
want to import appear on the list, then click "import".
Supported files include: bitmaps, PICT's, JPEG's,
GIF's, animated GIF's, various audio formats, other
Director movies or casts, Quicktime, Realmedia, Shockwave
3D, Shockwave Flash, AVI, Havok Physics Scene, and
both text and rich-text.
Note: If you need to import a Power
Point presentation, you can do this by going
to Extras>Import Power Point File.
Creating Cast Members
You can create and edit text, bitmaps, and vector
shapes in Director. You can view the editing windows
for each of these by going through the Window menu,
or by clicking the buttons at the top:

[Terminology:
Bitmaps
are images made up of a collection of pixels. The
larger they are, the more pixels they include, which
increases the file size. When scaled, they have a
tendency to distort or become "blocky".
Vector shapes are created by mathematical
equation, and will look exactly the same when scaled
to any size. The file size also remains the same at
any size.]
Each window has a similar control bar at the top.
This allows you to add new cast members of that type,
scroll through cast members just of that type, and
view the name of the current cast member.

The bitmap window is like a "paint" program,
or can also be used to edit any bitmaps that you have
imported into the cast. You can also create bitmaps
directly on the Stage using options from the tool
palette. The vector shape window operates similarly
to the paint window, except that it creates vector
shapes instead of bitmaps. The text window allows
you to enter in text, or cut and paste it from elsewhere.
You can also enter text directly onto the stage using
the text option from the tool palette.
NOTE: when creating cross-platform
projects (especially for the web), make sure to use
standard fonts. If you use a font which other computers
do not have, you will need to imbed the font in your
project (refer to the Director Help menu for more
information on this.)
The Score
The score is a visual representation
of time. Each vertical column represents a frame,
and each horizontal numbered row represents a channel.
The channels are where you place cast members, which
then are referred to as sprites.
The rows above the gray bar with frame numbers are
the "special effects" channels, which are
dedicated to certain things such as transitions, pauses,
and audio tracks. To be visually helpful, every 5th
frame is marked in gray.
Adding Cast Members to the Movie
Once you have created and/or imported the files you
need, you can begin to add them to your presentation.
There are two ways to do this: drag a cast member
directly on to the stage and place it exactly where
you wish it to appear, or drag a cast member on to
the score. When a cast member is placed on the stage,
it appears on the next available channel on the score
at the current frame. When a cast member is placed
on the score, it appears at the center of the stage.
Once the cast member is placed, it is then called
a sprite.
You can tell what frame you are at by the vertical
red line, or playback head, on the score,
as well as by the frame counter in the control panel:
Once a sprite is in the score, it appears as a blue
line. Its beginning is marked with a circle, and the
end with a rectangle. These end markings indicate
key frames. Key frames can also be added in the middle
of sprites for certain situations when a change needs
to occur.

You can stretch a sprite out across more frames by
dragging the final key frame, or shrink it by moving
the opposite direction. Once a sprite is decreased
to once frame, it appears only as a circle keyframe:

In order to extend the sprite from a single frame,
hold Control (PC) or Command (Mac) as you drag it.
You can change the default span of frames that a
sprite occupies by going to File>Preferences>Sprite,
and change the "span duration".
When placing sprites on the score, it is important
to remember that a sprite on a lower number channel
will appear in front of a sprite on a higher number
channel. The only exception to this is digital video
(i.e. Quicktime or Real Media movies) which always
appear in the foreground.
Working with Sprites
Once a sprite is on the stage, there are many options
for their appearance and movement.
You can:
Inks
As you begin to place sprites on the stage, you may
notice a few things. One of the initial things will
be that, when you are working with a stage that has
a dark background color, there may be white areas
around sprites. This can also be observed when one
sprite partially covers another sprite.
For an example:
Step One: set the background color
of your movie to black (see initial
settings.)
| Step Two:
select a color from the toolbox:
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Step Three:
Create a text cast member.
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Step Four:
Place it on the stage.
You will see at this point how the sprite has
a large area of white around it, also known
as the bounding box. While this will not show
up right away if your stage is white, it will
become obvious if part of this sprite covers
another sprite. In order to change this, you
can change the ink, or appearance, or the sprite.
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| Step Five: make
sure the sprite is selected (click on it from
either the stage or the score.) Select "background
transparent" from the ink setting on the
Property Inspector box. |
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| Step Six: The sprite
now should appear in "background transparent"
ink. |
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You can test the different inks to see what effect
they create for your particular situation.
Mask Ink
One of the inks that is very useful, but which has
some specific requirements, is the "mask"
ink. This ink will overlay one bitmap over another,
and delete the difference.
| In order to use it, place the cast
member you wish to use directly before the bitmap
which will affect it. In this case, the bitmap
"shepherd" will be used, and the bitmap
"2" will affect it. |
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| Place the first cast member on the stage, and
make sure that it is selected: |
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| Go to the sprite properties box, and change
the ink to "mask". You can select the
percent of the masking effect at this point. |
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| The sprite on the stage will now appear with
the mask ink. Note that the second cast member
is never place on the stage. |
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Fading, Rotating, and Skewing
For an increased sense of motion in your presentations,
you can add a variety of effects to your sprites.
One of the most basic and useful elements is to change
the blend of sprites, especially text, so that it
appears to "fade" in
or out of the presentation. You can also change the
blend for a sprite's entirety, which can create a
translucent effect. Another useful possibility is
rotating, which can either
make a sprite appear at a different angle, or can
make the sprite's rotation change during a certain
period, creating a spinning effect. Skewing
distorts the appearance of a sprite by skewing to
the left or the right. NOTE: If you
are working with bitmaps, you can change the rotation,
skew, or even warp the actual cast member in the paint
(bitmap) editing window as well.
To "fade in" your sprite":
1) select the first frame of the sprite in the score
(alt-click on PC, command-click on Mac)
2) change the blend in the property inspector
box to a lower number. Generally, 10-20% works fine.
For a fade-in from nothing, type in "0"
and press enter ("0" is not an option on
the pull down menu.)

3) select the frame in which the sprite will be completely
blended. If this is at the last frame of the sprite,
select that frame with either alt-click or command-click.
If it is in the middle of the sprite, alt-click or
command-click that frame, and then add a keyframe
(Insert>Keyframe). Make sure just that key frame
is selected.
4) change the blend back to 100%, or any other level
you choose.
To "fade out" your sprite:
Follow the same steps as above, but start with 100%
blend, and go to a lower % blend.
To change the blend of the entire sprite:
Select the entire sprite, rather than a single frame,
and change the blend to the desired percentage.
Rotating
To make a sprite appear at a (static) rotated angle,
select the entire sprite, and change the degree of
rotation in the property inspector.

To make the sprite change rotation angle while on
the stage (i.e. to spin) select the final frame, or
create a keyframe (Insert>Keyframe) if you wish
the movement to stop before the end. Change the rotation
in that single frame. For example, if you wish the
sprite to spin once around, select the final frame,
and type "360" into the rotation angle box.
If you want it to spin in the opposite direction,
type "-360" into the box.
Skewing
In order to skew a sprite, change the skew angle
in the Property Inspector box.
The normal sprite:
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Sprite skewed at 50 degrees:
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Sprite skewed at 150 degrees:
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As with rotation, if you wish the sprite to appear
skewed the entire time, select the entire sprite,
and then change the skew angle in the box. If you
wish it to change skew amount during the time on stage,
select the last frame where you wish change to occur,
and then change the skew amount in that frame only.
Animation (Tweening)
Any cast member can be moved around the stage during
a presentation. The smoothness of the movement will
depend on the cast member (vector shapes, for instance,
can be animated much more smoothly than high-resolution
bitmaps), as well as the speed of movement across
the screen, and the frame rate.
When you select a single keyframe of a sprite on
the score (such as the first or last frame, or a new
keyframe which you have created), you will see a blue
or green dot appear, depending on which frame you
are in.
| 1) Select the entire length
of the sprite by clicking on a non-key-frame,
and move the sprite to its starting point (this
can be off the stage if you like.) |
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| 2) Select the single "destination
frame", or final frame where there will be
movement, on the Score. |
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| 3) Drag the sprite to its final
destination on the Stage. If you wish a perfectly
horizontal or vertical line, hold the "shift"
key while you drag the sprite. A dotted line will
appear to show the path of the sprite. |
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| 4) If you wish for the sprite
to deviate from its straight path, select a single
dot by alt-clicking (PC) or option-clicking (Mac).
This creates a new keyframe in the Score.
You can now drag that "dot" on the Stage
anywhere you like, and that will be the new path
for the sprite. |
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If you want the sprite to start out by moving but
then come to a stop, you can do this either by script
(if you want the entire movie to stop or hold at that
frame), or you can copy the last frame of the sprite,
paste it in the next frame, and then stretch it out
using the alt-drag (PC) or command-drag (Mac).

Any text created in Director 8.5 can be set to appear
as 3D. Once the text is placed on the stage, select
it, and go to the Property Inspector box. If the Property
Inspector box is not visible, go to Window>Inspectors>Property.
| Change the display mode to "3D
Mode" |
Select the "3D Extruder"
section of the Property Inspector. |
Now you can modify the the various
aspects of the 3D display. |
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Special Effects Channels
At the top of the score are seven channels that are
referred to as the "special effects" channels.

Tempo
The tempo channel allows you to
set or change the frame rate, measured in frames-per-second
(fps) as well as setting stop points. It can also
be used to synchronize a Director movie with
audio or video. To add a tempo change, double
click the tempo channel on the frame where you would
like the change to occur.
For reference on setting the tempo/frame rate: AVI
and Quicktime movies are between 12-15 fps, standard
feature movies are filmed at 24 fps, PAL (European
video standard) is 25 fps, and NTSC (North American
video standard) is 30 fps. Tweening appears much smoother
at a high frame rate, but this requires more processor
speed, and will require a large file for the same
amount of viewing time as a movie with a slower frame
rate.
In addition to frame rate changes, the tempo channel
allows you to completely stop the movie for a given
amount of time. To pause the selected frame, select
the "wait" box, and set the number of seconds
that you want the pause to last. When you do this,
the movie will effectively freeze for that time period.
If you wish to remain on a frame while keeping the
movie active, see the explanation of scripts.
Another option is to pause the movie until the user
clicks the mouse or presses any key.
Synchronizing with Audio and Video:
When you have an audio file in your audio channel,
you can also select "wait for cue point"
and specify "end" in the tempo channel.
This is a useful way to keep your score compact: if
you simply want to wait for the end of the audio before
your next change, you can make your audio sprite a
few frames long (looped), and add a tempo change with
"wait for cue point: end" in the last frame.
Once the end is reached, your presentation will continue.
Note: be sure not to place the tempo change too late,
so that the cue is not reached before the tempo change.
If you are including an audio file that contains
cues, you can select "wait for cue point"
which will pause your movie until that cue point is
reached. Note: Quicktime and AIFF
files with cue points only work on Mac, and the DMC
does not currently own software that can add cues
to these file types (Sound Edit 16 or Peak LE.) If
you wish to add markers on PC, add them using Sound
Forge or Cool Edit Pro,
and save your file as a .WAV for best results. In
Sound Forge, you can add a marker simply by going
to the point you wish on your sound file and pressing
"m".
Color Palette
Note: Color palette changes do not
work on web presentations. They are only useable for
stand-alone projects.
The color palette channel allows you to change the
selected set of colors during a presentation. This
can create interesting visual effects, or can allow
you to have access to colors that are not available
in your starting palette. See the Director manual
for more information on this feature.
Transitions
Transitions are very useful for moving from one section
of a movie to another in a visually interesting way.
There are 51 different transitions available, and
most of them can be set to last a varying length of
time. You can also vary the smoothness of the transition.

To apply a transition,go to the frame at the beginning
of the new section.
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Double click the transition channel, and the transition
dialogue box (above) should appear. Make your selections,
and click "o.k." To change the setting,
double click on the transition sprite (indicated by
the "3" in the picture above.)
Audio Channels
Director provides two channels for audio. You can
place any standard audio file in your cast, and then
drag it to the audio channel. If you simply place
the cast member there, it will play for the duration
of the audio sprite and then stop--meaning that it
can easily cut off before the file is finished. It
is important to remember that even if the audio works
on your current setup, if you are just placing the
audio sprite (as opposed to the loop technique described
below,) it may not synchronize the same way on a different
setup. If you choose to simply place the audio on
the channel, make sure to stretch it for much longer
than it "needs" to make sure that the file
plays in entirety.
Another option is to "loop" the sound.
This is a little different from what one might think.
A long audio file that is only extended for a few
frames, but is looped, will playback for its entirety
and then stop. If the audio file is short, and its
sprite is extended for longer than the duration of
the audio, the audio will repeat until the sprite
ends.
Alternate Audio Option:
Another option altogether is to bypass the
audio channel by using Quicktime audio files.
Quicktime audio and video files are treated like regular
cast members/sprites in Director, and can be placed
at any point in a sprite channel. You can still use
the loop option on these sprites, and this allows
them to take up as little as one frame.
Script Channel
The Script Channel is the place to add scripts affecting
entire frames. See the Simple Scripts
section for more information on these frame scripts.
Adding Markers
When you play a Director movie, the program will
move from beginning to end, frame by frame, unless
it receives other directions. If you want your project
to be able to jump from one point to another, you
need to first add markers. You can then give instructions
to Director about how/when to jump to certain markers
via behaviors in the behavior library
or through the use of simple scripts.
While you can also navigate by using frame numbers,
markers are much more versatile, as they are moveable.
The markers are added at the top of the score:

To add a marker, double click in the marker bar.
A new marker appears. You can rename it by clicking
the name and typing in a new one. You can move it
by dragging it with the mouse to any other location.
Adding Interactivity
You can give a Sprite various properties with Lingo,
which is similar to a simple programming language.
You can write your own scripts in the frame script
channel (directly below the audio channels on the
score) or in each sprite's script box, or you can
use pre-programmed behaviors that are included in
the library. Almost all the behaviors that you would
need to use in a standard Director movie are included
in the library.
Some of the most frequently used behaviors (and the
category under which they are listed):
- 3D rotation (3D>Actions)
- jump to marker button
(Controls)
-
rollover cursor or image change
(Interactive)
- various navigation controls that jump to other specified
markers (Navigation)
To open the library palette, click on the book icon
on the top tool bar:

There are several categories to the tool. To select
a different one, click on the library list.

To use a behavior from the library, drag it on a
sprite in the score. Depending on which behavior you
select, a dialogue box may appear, which will allow
you to change the settings for that behavior. If Director
does not allow you to drag the behavior on to the
sprite, it means that the sprite is not "qualified"
for that behavior. For instance, a 3D behavior does
not work on a 2D text sprite--you must change the
text to 3D mode.
Simple Scripts
Scripts are lines of lingo that instruct certain
aspects of the program to act/interact. You can have
either frame scripts, which affect an entire frame,
or sprite scripts, which just affect a single sprite.
The frame scripts are added in the script channel,
while the sprite scripts are added via the cast window.
There are a few simple scripts that are invaluable
for even the most basic projects.
Frame Scripts
To Hold the Movie on an Active Frame:
The script used to hold a movie on a certain frame
is different from simply pausing or holding a presentation
by using the tempo channel. The tempo channel's options
freeze a frame, while the following script plays the
same frame over and over. This option allows all links
and sprites, as well as audio and video, to remain
active.
| In order to make the movie repeat a certain
frame until it is given a command to do otherwise,
double click on the Scripts Channel at the specific
frame which you want held. |
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| The Behavior window appears. |
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| Type "go the frame" in the middle
line. You can then close the window. |
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Once the frame is held, you can allow movement again
by a sprite script such as the following one that
tells Director to go to a different frame
Sprite Script
You can assign a behavior to the sprite by using
the behavior library. You can
also "manually" write the script in the
sprite's script window.
To open the window, select a sprite in the cast,
and click on the script icon at the top of the cast
window:
The script window will appear:

One of the most useful scripts is to make the movie
jump to a certain frame or marker when the sprite
is clicked.
The script for this actions is: "go frame X"
or "go to marker X"
where X represents the number/name of the target frame/marker.
For example, on the line after "on mouseUp",
type in "go frame 34". This will mean that
when your movie is playing and sprite "sample"
is clicked, on the release of the mouse button the
movie will jump to frame 34. Note: for
this to work, the frame needs to be active. The "hold
frame" command in the tempo bar renders the frame
as "paused", not active. Use the go
the frame command instead.
The rollover images in the sample
Director movie are examples of sprites with a
"go to frame X" script. When they are clicked,
the Director movie jumps to the specified frame.
Exporting and Publishing
Director offers several options for exporting or
publishing your Director movie:
To export frames as BMP images,
AVI, or Quicktime select File>Export. This will
bring up an export dialogue box.

The dialogue box allows you to select the current
frame, the selected frames (select frames as you would
select text in a word processor), all frames, or a
frame range. PC allows you to save a DIB File Sequence
(numbered bitmaps), and Mac allows you to save in
PICT, PICS, and Scrapbook formats (Mac BMP image formats.)
PC allows you to save in both Quicktime and AVI, while
Mac only allows for Quicktime. Remember that none
of these formats will retain any interactive functions.
If you want to publish your Director movie
to the web, you will need to publish it as
a Shockwave file. To start, select File>Publish
settings:

This allows you to give the name for your new shockwave
file, as well as the html file that will be created
as well. If you will be adding your shockwave file
to a Dreamweaver page, the html page is not necessary--just
select "insert>media element>shockwave"
in Dreamweaver to add the movie.
The Publish Settings also gives you options for various
other aspects of the shockwave file, such as the amount
of compression. For more information on the specifics
of these settings, select "help" and look
up "publish settings" on the Director help
index. To test the current settings, go to File>preview
in browser.
Once you have made your selections, you can save
your shockwave file by going to File>Publish.
If you want to save your movie as a stand-alone
projector, go to File>Create Projector.
A stand-alone projector is an application that contains
your Director movie as well as all the files needed
to run it. This is what you would select if you were
to make a CD-ROM presentation, for instance.

The "Create Projector" window shows the
basic projector size before you add your files, and
then the resulting size as you add files. If you simply
have one Director movie to save, select that one.
If you have several movies that you wish to be played
in a row, or if you have additional movies that are
used within the initial movie (refer to "movie
in a window" section of the Director manual for
more information about this possibility), you should
add these as well. If you select the "options"
menu, you will see another window:

Once you click "o.k." on the options menu,
you can double check the files that have been added
to your projector, and then select "create."
Working with Director on the DMC's Dell Dimension
4500
Every computer has its quirks. Two that have been
noticed on the Dell:
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When selecting a color from the
tool bar, you have to click very accurately on the
center of the color box. Sometimes this takes a
number of attempts, so make sure you do not "double
click". This will bring up the color palette
tool instead. There's a significant difference between
that and the color selector.
- When creating a vector shape, sometimes the entire
screen will turn white. Don't worry, the computer
has not completely crashed. You can click where the
drop-down "file" menu was, and it will appear.
Save your work, and either restart the program, or
(suggested) restart the computer.
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