Motion Tweening in Frame Animation (photoshop cs6)?

     Hello, adobe community. I am new to the program Photoshop cs6 and just started using it this week. I have an animation project due tomorrow and noticed something while I was working. Is it possible to tween your drawings between frames in frame animation? I have seen it demonstrated a few times in the video timeline, but not in the frame animation option. I am using a video layer to create my project, so it is not separated into individual frames. If there is an option to do so, can someone please tell me how it's done? Thank you.

Yes you can. Create two frames, select both then choose tweening icon at the bottom of the animation panel. Left of the new icon looks like several sphere's. The more frames created, the smoother the tweening and the longer the animation.

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  • Motion tweening a frame-by-frame animation

    Hello,
    I am an experienced animator who is new to using Flash. I need to know how to add a motion tween to an animation that I already made frame-by-frame. The animation will be of a fish blinking as it swims across the stage. I already created the frame animation of the fish blinking, but now I want to motion tween the whole animation (not just one frame) across the stage. However, I cannot figure out how to do this. Is there a way to create a simple animation that uses frame-by-frame animation and motion tweens simultaneously?

    Unfortunately, Adobe let (character) animators down by not developing any of Flash's animation tools since v8 - quite the contrary, the latest incarnation, CC, removed a lot of (quite essential) animation functionality. No more bones (yikes!) or motion curves control.
    A shame, because once Flash was the industry standard app for tv show animation. Not so anymore, though: Adobe dropped the ball in that regard, and mostly focuses on web/mobile apps and games development currently.
    There are two options:
    1) use animator-oriented alternatives like Toonboom and/or Anime Studio Pro (both of which export to flash movies);
    2) download a bunch of plugins, and extend Flash so that its workflow becomes more animator friendly.
    If you are just starting out, I would probably advise you to have at least a cursory look at the alternatives. However, having said all that, Flash can still be an enjoyable environment to animate in, IF you extend it a bit. Unfortunately some workflow may not be CC friendly anymore at this point due to the missing (almost essential) functionality compared to CS6 - you may prefer to work in CS6, depending.
    These will help you extend Flash to become a bit more animator friendly:
    http://cloudkid.com/tools
    http://flash-powertools.com/
    For example, Keyframe Caddy would solve your problem animating an eye by keyframing it in a symbol.
    The guys at flash-powertools created a character animation workflow you may like, which addresses the deficiences of Flash for professional level character animation. They have some nice templates and example character files for you to examine.
    A word of warning: character animation in Flash can become somewhat technical and daunting - in that case a tool like Anime Studio with excellent and easy to use bone tools and proper real(!) animation curves can be truly helpful. These can then be imported into Flash, and edited. Also, both AS and TB have a "real" virtual 3d camera of the scene that makes it easy to create parallax scrolling backgrounds and zoom in/out panning effects.
    Anyway, this is how you would do it in Flash:
    1) install Keyframe Caddy
    2) draw your fish in a cutout-fashion (seperate eye).
    3) convert all the fish elements to a graphic symbol (F8)
    4) double-click the fish symbol
    5) select the eye, and convert to a graphic symbol again
    6) add different drawings for the eye blinking
    7) return to the main stage
    Now you can start animating the fish:
    1) first animate the entire character moving
    2) then after you finish the overall movement, move to the frame you wish to change the eye
    3) double-click the fish character, and select the eye
    4) in KeyFrame Caddy click "load thumbnails". This should load up all the different frames (drawings/states) for that graphic symbol and display them all in the KeyFrame Caddy window
    5) now simply click on the required eye state, and KeyFrame Caddy will automatically create a keyframe for that state.
    6) move the timeline scrubber to the next frame you wish to keyframe eye movement
    7) click on the required eye state in the KeyFrame Caddy window.
    ...and so on! You may have to switch between the main scene and the fish symbol
    Make certain the lengths of both timelines are identical, otherwise the eye animation will start to repeat if it is shorter than the main timeline. Inversely, if the main timeline is shorter than the eye animation, the eye animation will obviously not be able to run completely through.
    One more thing: keep an eye out on the graphic symbol's looping in the properties - you may want to set it to either play once or looping (or even single frame).
    For more info on graphic symbols, read this:
    http://dev.tutsplus.com/articles/flashs-underrated-graphic-symbol--active-9964
    Also check out those two sites' other tools. And check out the workflow on the electric Dreams website. Hope this helps a bit.

  • What is the best tutorial you've found explaining frame animation in CS6's timeline?

    While I'd prefer it in book form, I'd be willing to fork over $ for a thorough video demo of frame animation in CS6's timeline. What's the best you've found?

    My recomendation would be following something like the links below:
    Suggestion 1
    Suggestion 2
    -Mandhir

  • How can save 600 frames in photoshop CS6

    i have about 600 frames in timeline in photoshop cs6
    i want to make Create Frame Animatiom
    but photoshop not allow to save more 500 frames
    what can i do?
    thanks

    Photoshop does have limits. When you run into one of them you can summit a request to Adobe to up the limit.  I made such a request for Alpha channels I would be very happy with a limit like 500 instead of the Alpha channel limit of 53.  Adobe seems to feel that 53 is a large number and can not see where user would want more, 500 must be a huge number then.  My advice is to look for a small freeware program for doing timelaps sequences and use Photoshop to save your frame layers combos as frame file then use the freeware to make the animation.  It does not make much scene to make an Animated gif with something like 600 frames.  If you want a 600 frame animation on the web you would want to stream a video type file..

  • How to Use Frame Animation for CS6

    I'm trying to do basic frame animation, but when I try to draw on a single frame, it always copies what I draw on the other frames.  Is there a way to only draw on one frame at a time?
    Thanks.

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  • Easiest way of converting motion tween to frame by frame.

    In the old motion model it was as easy as highlighting all of the frames, converting them to keyframes then removing the tween. But I have no clue how to do it with the new motion model.

    "For whatever reason it converts the tween to frame by frame."
    Flash does this because Flash CS3 doesn't know anything about the new motion spans. So this is the way your animation can be displayed in an older version of Flash.
    (And it's why we added the feature to right-click a frame and convert to frame-by-frame animation - same operation, but allows you to do it for a single span instead of all spans across the entire document).

  • Motion Tween without losing  animation

    I have made a character following a tutorial and I made a walk cycle out if it. The next step was to motion tween it but it told me "multiple objects are selected, you must convert to a symbol in order to tween them. Do you wan to convert and tween them? I click ok and although I was able to motion tween him, i lost my animation. So my question is how do I not lose the animation and keep the motion tween so I can animate him moving forward?
    Flash 5of6 - YouTube

    Here I have found a solution to the problem.
    https://discussions.apple.com/message/9955608#9955608

  • Please help - motion tween + single frame

    ok , so i know how to do motion tween... and i know how to do single frame swap outs (like for a mouth) but i can't do both
    here is how i have it set up,
    full body
    (double click that)
    head
    (double click that)
    face
    i have the head as single frame so i can use several mouths, but would also like the head to motion tween. is this possible?
    -Jarrod
    [email protected]
    www.jgecek.blogspot.com

    Awesome, thanks so much , i got it to work. I'm new at flash, so it's still confusing WHY that worked, but it's working none the less.
    Now to make it LOOK good!
    -Jarrod

  • Animating in photoshop cs6

    The new timeline in photoshop cs6 is weird but I don't understand how I can use it for animating. I use photoshop for frame-by-frame animaiton (Not flash) and the new Timeline is confusing me. How do  I use this new time line for frame-by-frame animation similar to the Animation Timeline in Cs5?

    Just came across this topic, but it doesn't really help. At school we created an animated Xmas card using Photoshop CS4. I wanted to continue working on it at home using CS6 and indeed, no problem at all.
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  • Problems with photoshop CS6

    Where do i find frames in photoshop CS6 & how do i remove background images in photos ?

    For frames go to the top menu and select Windows then animation panel. The frames are visible in that panel.
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    I highly recommend that you use a mask instead of deleting the background. This makes the image non-destructible in that you can at a later date change your mind of fix it if it doesn't look quite right. Deleting pixels is permanent.

  • Converted Symbol can't be Pasted into Keyframe: Motion Tweening

    I have two files one is called tween_start.fla and the other is called tween_end.fla I am trying to create a motion tween where the animation begins at tween_start.fla and ends at tween_end.fla Each file consists of 7 shapes (it's a tangram if you're curious). At frame 10 of the tween_start.fla timeline I right-click on each layer and do Insert Blank Keyframe. Then I go to tween_end.fla click on a shape and do Modify>Convert to Symbol. Then I go back to the timeline for tween_start.fla, right-click on frame 10 and do Paste Frames or Insert Keyframe. If I do Paste Frames with all of the symbols I've created in tween_end.fla then the shapes end up stacked on top of each other. If I do Insert Keyframe it doesn't insert the symbol I've just created, instead it just keeps the same shapes that were at the first frame of tweet_start.fla. So how do I insert the symbols from tween_end.fla into the tenth frame of tweet_start.fla and then execute a motion tween between the frames?

    I have created the same number of keyframes and kept the layers the same as you suggested and it still doesn't work. What I don't understand about this problem is, how does the timeline know that what you are pasting into the keyframe is the new symbol that you have just created? There is no command that says Copy Symbol and when you paste into the keyframes you can only choose Insert Frame, Insert Keyframe, or Paste Frames so how do you get it to paste the symbol you just made? Thanks for your help anyway.

  • Motion tween question in cs5

    Hi,
    I'm trying to create an animated movie clip button in AS2 using CS5. The button should fade in/out as the mouse moves over and away from the button.
    Lets say my frame rate is 30 FPS. When  I insert a motion tween on frame 1, the timeline is automatically extended by 30 frames. I then select frame 30, select the button and change the alpha value to 30%. When I drag the head marker back and forth, the button fades in and out smoothly exactly as I wanted.
    But I want to create a motion tween between frame 1 and 10. So I select frame 10, insert a keyframe, select frame 5 and insert a motion tween. Then I select frame 10, select the button and change the alpha value to 30% like before. When I drag the head marker, there is no fade in/out. When the head marker is exactly over frame 10, the button is faded, but when it is on any frame between 1 and 9, it is normal.
    How do I fix this problem?
    thanks for your help
    Rashinkar

    If I'm following correctly, you are trying to tween between two keyframes instead of within a single tween span. If you want to create a tween between frames 1 and 10, insert a keyframe on frame 1, and then insert frames to frame 10 instead of creating a keyframe (press F5 on frame 10). Then right-click one of the frames or the object and choose Create Motion Tween. Then move the playhead to frame 10 and change the alpha.
    Hope that helps.

  • Motion tweening magnitude of change- not what i want to happen

    I created an animation of a wildfire progression which includes 31 hourly perimeters showing the fire spreading. I created motion tweens 24 frames long for each perimeter and tweened the alpha from 0% at the beginning of the tween to 100 % at the end of the tween.  Each tween is the same number of frames, and same frame rate, and all in the same scene. when the animation starts each perimeter is displayed for about 1 second, by the time the animation reaches near the end, the perimeters and durations are almost 6 seconds long.  I want each to display for the same amount of time.  It looks like the tween is adjusting its length to accommodate for the magnitude of change occurring in the scene.  I have no idea why this is happing and can't find any properties that are different that would cause this.  anyone have any ideas or experienced this problem?

    I noticed that when I play the movie the frame rate slows down at the end. (space bar + enter) I set the fps to 12, but when the movie reaches the last 100 frames, the frame rate varies from 1.8 to 4.8 to 6. how could this be, if the entire movie is set to 12fps?

  • Trouble with Motion Tween (Can't find answer)

        Hello,
    I've been having trouble using a motion tween in an animation I'm creating. I have an object (a cartoon character's talking head) that I'm trying to move along a motion tween. At one point I want to make him stop moving for a beat, then continue. However, when I have two keyframes in the same place, the object will move up and down between the two keyframes that have the same position and rotation. When I click on the tween's path, I don't see anything that would make the object move (at least I don't think so, it's a small movement),
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    Any help would be greatly appreciated!!

    i'm not arguing with you.  i'm just telling you how to prevent tweening between two frames.
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  • Motion Tweening Components - Will Not Work

    I've been using Flash for a few weeks and have scoured and
    scoured, trying to solve what I'm sure will turn out to be a small
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    What am I messing up here? Can you not motion tween buttons
    moving around? Or an FLV player?
    And I notice that it creates "Tween 1", "Tween 2", etc.,
    objects of type Graphic in the Library.

    Hi,
    The Sample Calendar component download has been fixed for Update 7.
    http://developer.sun.com/prodtech/javatools/jscreator/reference/codesamples/samplecomps/calendar.html
    Also, the source is available and also is valid.
    Please read the brief instructions in NOTES.txt
    To build the source, you'll need to use ant
    http://ant.apache.org
    Then , in the build.xml file included in the zip, correct
    the creator.home property setting to point to the installation directory of Creator.
    hth
    John

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