von dp am 12.Januar 98 um 13:15:50:
>Of course, puppeting a sprite (either automatically or manually) means
>you've taken over control of animation etc. from the score, too.
>If you need to change the member of a sprite but keep your score
>animations etc. running, you should think about linked castmembers, or
>changing the media of a member on the fly.
This is incorrect.
In general: autopuppeting affects only the relevant properties of a sprite,
while explicit puppeting (through "puppetSprite") suspends all sprite
properties.
For instance, if you have a behavior which simply sets the member of the
currentSpriteNum, the sprite will continue to animate along its animation
path in the score. If you instead use "puppetSprite" to manually puppet
that sprite channel, the sprite stops dead, because Director assumes you
want total control over that sprite channel until further notice.
Michael Seery, human resource, Director team
mseery@macromedia.com
D. Plänitz