----- Original Message -----
From: "Buzz Kettles" <[EMAIL PROTECTED]>
>
> And as you noted if there was no sprite already there to manipulate,
> one must use old-style puppeting to get the member on stage, creating
> the so-called 'dynamic sprite'.
>
> Of course, even this can be worked around by using placeholder sprites.

That's partly true. However, placeholder sprites are very different from
dynamic puppets. To clear this up fully, I say there are 3 types of sprite
(excluding imaging Lingo):

1 - Simple sprites, or auto-puppets
2 - Explicit puppets
3 - Dynamic puppets (no sprite in the score)

(1) is controlled by the score, but can also be controlled by Lingo (to some
degree).
(2) is completely controlled by Lingo, except that you cannot change the
member type*.
(3) is completely controlled by Lingo without exception. However, the
technique is undocumented and highly quirky.

* People often don't realise this about sprites. According to the
documentation, you cannot change the member type from whatever is in the
score. This is one of the reasons that dynamic puppets are not supposed to
work, and why you have to wait for a playhead move before accessing
type-specific properties. In practise, if you try to change the member type
of a score-based puppet, it will screw up even more than dynamic puppets do.

- Robert

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