1. About the Scripts
1A
Lets start by taking a look at the RevMachine script in it's most basic
form.
// Scripted RevMac
if (YourCondition1) {
MCobject.nextFrame();
} else if (YourCondition2) {
MCobject.prevFrame();
}
YourCondition and 2: this is the
variable that will determine the playback direction of you MovieClip (MC
& MCG)
MCobject: This refers to the MCG
or MC timeline you want this script to effect.
Basically the script says: If your condition1 is TRUE, then play the
MoveClip forward. ELSE If your condition2 is TRUE, then play the MoveClip
backwards.
1B
The menu system we are going to build also includes a set of variables
for switching the various menus on and off. These have been set up like
this:
// Switches
menu1S = 0;
menu2S = 0;
menu3S = 0;
menu4S = 0;
These will be the "True/False" variables that will tell the
menus to either play forward or play backward. In other words 0 = False
and 1= True;
1C
To change the values of the "Switches" we use a simple IF ELSE
statement on the "Down" state of button within each menu and
it looks like this:
if (_root.menu4S != 1) {
_root.menu1S = 0;
_root.menu2S = 0;
_root.menu3S = 0;
_root.menu4S = 1;
} else {
_root.menu4S = 0;
This example is the script used within "Menu 4". it says: IF
the "menu 4" switch is NOT equal to 1, then make it 1 and the
rest of the switches become 0. And if the "menu4" switch IS
equal to 1, then make it 0.
By using the != operator we are preventing the menu system from
getting confused about it's current state and then by adding the ELSE
statement, we have told it to close the menu IF it is already open.
2. Building the Artwork
Building the artwork should be easy for most users of LiveMotion, little
has changed between Livemotion 1 and 2 in this area. For this part you
can either download the LIV file already built and take a look at it,
or make your own.
2A.-----------------The Artwork------------------------
There are three objects to build for each menu. 1 - the background, 2
- the Menu Title, 3 - the button.
1. To Make the menu background object and the Button object we using
the rectangle tool
2. Make the Menu Title using the text tool.
3. Make the Buttons opacity 0 and make the button object a MCG and
rename it to "BTN"

4. Rearrange the timeline stacking order to look like this:
5. Then assemble the menu object. The Button should be aligned to the
left of the background object and the text should be centered vertically
to the background object - see below:

2B.------------------Preping the Artwork---------------------
Then select all three objects and group them and name it "menuassy".
Select the new group and then make it a MCG and rename it to "menu01"

After your done with than your timeline should look like this:

Note: the group "menuassy" which is
contained within "menu01" is where the keyframed timeline
animation will be added in the next step
3. Animating and Scripting the Menu System
Note: Before we build the other menus, we will
first build our animation and ad the scripts to "menu01" and
then simply duplicate them for the other menus.
3A.--------------------Keyframe Script-------------------------
Double click "menu01" to open the MCG . On the first frame of
the of the MCG's (00:00:00) ad the following keyframe script
this.stop();
Then expand the group "menuassy" and ad any animation you would
like. After your done it should look something like this:

3B.------------------Adding BTN States-------------------------
Now,
select the "BTN" MCG and using your "States" pallet
add 2 new states; Over and Down.
3C.
Then select the DOWN state and click the script button to add a DOWN STATE
SCRIPT. The "Script button is highlighted in orange in the image
to the right »>
Add the following script:
// BTN Script
if (_root.menu1S != 1) {
_root.menu1S = 1;
_root.menu2S = 0;
_root.menu3S = 0;
_root.menu4S = 0;
} else {
_root.menu1S = 0;
After you are done, it should look something like this in the Script
Editor Window

3D.
There, we are done with the first menu. Now, simply duplicate the
menu 3 times and name each one as follows; menu01, menu02,
menu03, and menu04

3E.
Then, simply arrange your menus. way you want them to appear on screen
NOTE: don't forget to change the text in each menu
title

Now on to finishing our menu system using the, Incredible, Unbreakable,
Scripted RevMachine
3F.--------------Adding Swtich Variables--------------------------------
Navigate back to the composition level of our project and open your Script
Editor Window. It may already be open after we added the DOWN STATE
script a moment ago.
Select the "moveiClip Navigator Button" in the upper left and
then select "Composition".
In the "Script Handler" window, select the "onLoad"
handler and add the following script:
// Switches
menu1S = 0;
menu2S = 0;
menu3S = 0;
menu4S = 0;
After your done, it should look like this:

These are the variable I mentioned earlier in this tutorial. They will
act as "Switches" to turn the menus ON and OFF, or in other
words, tell them which way to play.
3G.----------------Adding the RevMachine----------------------
Now, select the "onEnterFrame" handler and enter the following
script:
// open menu 4
if (menu4S == 0) {
menu04.prevFrame();
} else if (menu4S != 0) {
menu04.nextFrame();
}
// open menu 3
if (menu3S == 0) {
menu03.prevFrame();
} else if (menu3S != 0) {
menu03.nextFrame();
}
// open menu 2
if (menu2S == 0){
menu02.prevFrame();
} else if (menu2S != 0) {
menu02.nextFrame();
}
// open menu 1
if (menu1S == 0) {
menu01.prevFrame();
} else if (menu1S != 0) {
menu01.nextFrame();
}
3H.
Almost Done... The last thing to do is go back to our BTN objects
contained in each Menu and make a few modifications to the scripts. If
you remember, we added the following script to the down sate of the BTN
object inside of "move01".
// BTN Script
if (_root.menu1S != 1) {
_root.menu1S = 1;
_root.menu2S = 0;
_root.menu3S = 0;
_root.menu4S = 0;
} else {
_root.menu1S = 0;
Each BTN needs to be modified to effect it's own menu. Below are the
scripts for each menu. Using the "moveiClip Navigator Button"
select each "BTN" object then click the "State Scripts"
button and navigate to the DOWN state using the pull down menu. The script
editor should look something like the image below:

Here is each BTN DOWN state scripts for each menu
// BTN Script menu01
if (_root.menu1S != 1) {
_root.menu1S = 1;
_root.menu2S = 0;
_root.menu3S = 0;
_root.menu4S = 0;
} else {
_root.menu1S = 0; |
// BTN Script
menu02
if (_root.menu2S != 1) {
_root.menu1S = 0;
_root.menu2S = 1;
_root.menu3S = 0;
_root.menu4S = 0;
} else {
_root.menu2S = 0; |
|
// BTN Script
menu03
if (_root.menu3S != 1) {
_root.menu1S = 0;
_root.menu2S = 0;
_root.menu3S = 1;
_root.menu4S = 0;
} else {
_root.menu3S = 0;
|
// BTN Script
menu04
if (_root.menu4S != 1) {
_root.menu1S = 0;
_root.menu2S = 0;
_root.menu3S = 0;
_root.menu4S = 1;
} else {
_root.menu4S = 0;
|
Well that's it! Now just export it or preview it in a browser. Congratulations,
you just built your first Scripted RevMachine.
Thanks for taking the time to do this tutorial. I think you will find
all kinds of uses for this in your future projects. Also, please look
out for the next variation on this concept - the Timeline Scrubber. I
should have this ready for your soon
Tono....
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