Button Controlling Motion Tweens

I am wanting to create a button that, when pressed, will make an image move along the X axis.  However, I want several other buttons to move that object along the X-axis to other locations regardless of where it is currently.
I want the object to move from one spot to a second spot, stop, and then move from that new location to either its previous spot or a new spot.
Basically having multiple buttons controlling where 1 or more image goes.  I have seen banners that will scroll horizontally when you click different Menu buttons.  The banner slides along the X-axis and stops to reveal the name of the new page on the banner (i.e. Home, About Us, Contact Us, etc.).  When another menu button is pressed, the banner slides again to reveal the new title page name (ie. Home, etc).
I am coming from a Graphic Designer point of view and not a very good scripter.  Please assume I know nothing about scripting (I don't understand the language at all but I know how to set it up properly).

For the example you offered, that control scheme can be realized using Actionscript tweening of the x property of the movieclip(s).  Each tween would be triggered by a button and would start the object moving from its current x position and move it to a predefined x position.
Here is a simple example using the AS3 built-in Tween class of Flash.  You will get better performance using a third party tweening engine such as TweenLite.  The buttons are movieclips with instance names of "btn0" and "btn300" and the movieclip being movied is named "mc".  So if you create these three objects and assign them the names, the following should make the mc move when you click the buttons.
import fl.transitions.Tween;
import fl.transitions.easing.*;
var tw:Tween; // declare the tween
mc.x = 150; // some starting position
// assign values that the mc will move to for each button
btn0.finalX = 0;
btn300.finalX = 300;
// assign event listeners for the buttons, they can use the same handler function
btn0.addEventListener(MouseEvent.CLICK, moveMC);
btn300.addEventListener(MouseEvent.CLICK, moveMC);
function moveMC(evt:MouseEvent):void {
     var finalX:Number = evt.currentTarget.finalX;
     tw = new Tween(mc, "x", Regular.easeOut, mc.x, finalX, 1, true );
If you have questions about the code, try researching it using the Flash help documentation.  Everything is explained there and learning to the help documents is as imprtant as anything else.
The tweening could also be done using other code-based approaches, but what's shown above is probably the sdimpolest to get you started.

Similar Messages

  • Need help with button and motion tween...

    I'm trying to create a simple game. Right now I have one button that when clicked moves the character across the screen. My issue is trying to make the player stop looping after I click the button. If I just insert stop for the last frame it will only loop once and stop, but it will not play again after the button is clicked. I've tried using players_turn boolean but couldn't get that to work. Any help will be appreciated. Thanks!
    [AS]
    package
        import flash.display.MovieClip;
        import flash.events.MouseEvent;
        import flash.events.KeyboardEvent;
        import flash.ui.Keyboard;
        import flash.events.Event;
        import flash.ui.Mouse;
        public class Main extends MovieClip
            //Player variables
            var players_turn:Boolean = true;
            //Enemy variables
            public function Main()
                //Add event listeners
                buttonAttack.addEventListener(MouseEvent.CLICK, onButtonAttackClick);
            //Event handlers
            function onButtonAttackClick(event:MouseEvent):void
                if (players_turn == true)
                    //Player attacks enemy
                    player.gotoAndStop(2);
                    trace("attack");
                    trace(players_turn);
            //trace(players_turn);
            /*if (players_turn == false)
                player.stop();
                players_turn = true;
    [/AS]

    player is a symbol that is classic tweened. It has to frames. The first is a still frame with a stop action. The second has been converted as a symbol to show the player move across the screen and back.   When the attack button is clicked the player moves across the screen and back but it keeps on looping. If I add a stop action to the last frame it will move and comeback and stop but it will not move anymore when the button is clicked again.

  • CS3 Motion Tween Problem

    Hello all
    I have been developing a game using flash CS3. It involves a
    variety of objects, movieclips, buttons and motion tweens and a
    whole bunch of actionscript. The development has been coming along
    very nicely and I havent been experiencing many problems, until
    now. I was close to finishing the game (with everything running
    smoothly) and suddenly, the motion tweens on certain objects have
    become broken. instead of smoothly tweening the object flickers
    from on position to the next.
    This all happened after absolutely no changes had been made
    to the game source (.fla) file. What is strange is that even my
    previous versions of the game (dating weeks prior to this point) ar
    now experiencing the same flickering on motion tweens as in the
    current version.
    So, I have come to the conclusion that this is the result of
    perhaps a corrupt flash settings file. When I log off my PC (with
    windows XP Pro)and log back in to the same machine as a different
    user, the problem was solved!! horray.... that only lasted for a
    day though. Soon the same problem began again under the different
    user.
    Can anyone help me out?
    Thanks for the help,
    Codie

    My suggestion is to make sure you are using the current
    version of Flash Player. If that doesn't work, try finding a legacy
    version fo the Flash Player (since it used to work). If the legacy
    version solves the issue, contact Adobe and submit a bug.
    Personally I've never had such an issue. It is possible to delete
    your preferences. If I remember right, they are located in both
    your registry and on your hard drive. I don't recall where to find
    the things you need to delete, and I remember I had a hard time
    finding that information. Sorry I can't be more help.

  • How do i start a motion tween by clicking a button and stop it at the end of the tween.

    Hi guys,
    I am creating a website for a project and i am trying to activate a box bropping down from another box when i click on the enter here button i have created. I have set the motion tween and its working when i preview i just unsure of the correct actionscript to start this tween when i have clicked the entere here button or how to stop it at the end of the tween.
    I am scared i may have made the layers in the wrong place, they are all currently in scene 1. does my second box that is dropping down need to be set inside the layers of the first box?
    Bit of a newbie at this.
    Thanks in advance!

    Create the dropping box movieclip as an animation by itself with a stop() coomand in the first frame and a stop() command in the last frame.  The click of the button should tell the movieclip to play(); at which point the animation should play and stop at the end.
    Another option would be to use an actionscript Tween to make the box drop.  Going that route the animation is what you code it to be and there is no need to have to stop it as it will end where you tell the Tween to end at.

  • Motion tween w\button

    EVERYTIME I MAKE A MOTION TWEEN, WITH A BUTTON, THE BUTTON NEVER WORKS.
    ANY SUGGESTIONS??

    ok what??
    and didnt you use to be-able to attach a file on here?

  • Play motion tween until other button gets clicked

    I want to make an animation where a person dances: there are 4 buttons and when one button gets clicked, the person starts and loops a specific motion tween. I already have everything, until now only a picture is shown on click:
    function clickSpecialMove(event:Event):void {
    ! trace("SpecialMove");
    ! gotoAndStop("SpecialMove");
    BeHappy.addEventListener(MouseEvent.CLICK, clickBeHappy);
    function clickBeHappy(event:Event):void {
    trace("BeHappy");
    gotoAndStop("BeHappy");
    Twinkle.addEventListener(MouseEvent.CLICK, clickTwinkle);
    function clickTwinkle(event:Event):void {
    ! trace("Twinkle");
    ! gotoAndStop("Twinkle");
    HandsUp.addEventListener(MouseEvent.CLICK, clickHandsUp);
    function clickHandsUp(event:Event):void {
    ! trace("HandsUp");
    ! gotoAndStop("HandsUp");
    but I wan't a motion tween to play:
    gotoAndPlay("motionTwinkle"); does not work, then all motion tweens just walkr through like in a film :...can anybody help me? that would be so nice thank you!

    How do you implement the animations?  What makes the animation loop?  For all of the code you show you only have gotoAndStop() commands.  What do those have to do with the gotoAndPlay() you mention?  Why do you have exclamation marks leading several lines - remove those if they are actually in your code?

  • Motion Tween Can't Be Broken Up?

    I have an object with 500 Frames.  I gave it a Motion Tween.  Now I want to cut it down to 100 frames, without changing the Tween duration.  Usually you can insert a blank keyframe, or remove the last 400 frames on that layer.  But since it's a Motion Tween you cannot?
    WTH is going on with Flash's timeline editor, this is ridiculously unintuitive.

    If your using CS5... this is how you do it.
    On a PC-
    Control click on the frame you want the tween to end.... frame 100
    From the drop down select "Split Motion". This will inset a key frame.
    Next... hit delete... that will delete all the frames from 101 and beyond.
    To clean it up... right mouse button click and select" Remove Tween".
    I hope this helps.

  • Free Transform breaks Motion Tweens

    Sigh! Normally I try to solve problems myself... but Google isn't giving me anything about this so maybe I'm the only one in the world experiencing this particular issue.
    I've used Flash for making games for years now, and I got used to using the old motion tweens for making looping animations for characters. I made the leap from AS2 to AS3 a while ago, and felt like I should try to use these new motion tweens as well since I got CS5...
    I've found them completely unusable, however, due to a bizarre problem that happens when moving around objects using the Free Transform tool.
    For a single character, I'll have a MovieClip with several layers, each with a 'body part' MovieClip on it, then I add the new blue-type motion tweens to all of those layers. At the end of those tweens, I use F6 to (hopefully) duplicate the starting pose; it is meant to loop, after all. Then I'll go about half way between these two keyframes and move bits around to create the A->B->A sort of 'idle' or 'breathing' animation.
    The Free Transform seems dodgy though. If I select all the 'limbs' of a character at once and try to rotate them as a group, it works, but they each end up displaced a bit when I release the mouse; they get offset slightly or rotate a bit in seemingly random directions.
    For example, compare these two images (it's easiest if they're opened in separate tabs, I suppose): http://scraps.fighunter.com/sparkpupagh1.png and http://scraps.fighunter.com/sparkpupagh2.png
    The first one is after rotating it but before I released the mouse button, the second is what the pieces ended up like after I released the button. Most of the pieces ended up where they should be, but the head was offset slightly. This is a mild case; it's usually worse and affects all the pieces, and the slight offsets and rotations build up, too.
    This in itself wouldn't be too bad - though it's frustratingly inaccurate - but it gets much, much worse the more I work on a single animation.
    (Note: These strange changes don't happen if I rotate all the parts as a group if they're not also contained within new motion tweens...)
    Here's a screenshot showing a frame mid-way through an animation, with one of the parts selected: http://scraps.fighunter.com/meepagh1.png
    The Motion Editor is shown, though I don't use that directly.
    With that feather bit selected, I then rotated it a tiny, tiny amount, but didn't *move* it at all. When I released the mouse, it ended up snapping suddenly to here: http://scraps.fighunter.com/meepagh2.png
    That'd be frustrating in itself, but as you can see from the Motion Editor, it's also messed up most of the other frames in the animation, somehow. This becomes unbearable, as you can likely imagine!
    If I edit the graph in the Motion Editor directly to alter the Z value and cause a rotation, it works, without problems... but this is horribly inefficient and unintuitive and not a solution. I can't animate by tweaking numbers. It's like trying to draw a portrait using an Etch-A-Sketch!
    It seems to only be the Free Transform tool that creates this bizarre problem.
    This has been happening since I got CS5 maybe a year or two ago, though I haven't actually had to use the animation tools much until a few days ago so that's why I'm bringing it up now. I've restarted Flash, my computer, etc, etc, many times; I also got the trial version of CS6 today to see if THAT would fix it, but the exact same thing happens in that version too.
    I'm wondering whether it's my computer's fault in some way... I don't know enough about hardware and 'specs' and that sort of stuff to describe anything about it, but I'm using Windows Vista and the computer is fairly old and not exactly what I'd call reliable. I'm planning to get a new one soon, so it'd be nice if that fixed this problem... but frustrating if it doesn't.
    I'll link to the CS6-flavoured .fla that those screenshots are from: http://scraps.fighunter.com/Meep.fla
    I'd very much appreciate it if someone could test this to see if it's happening to only me! If I go to frame 146 (to choose one at random), and try to rotate the foot, slightly, using the Free Transform tool, it breaks in the way that I've described. (Oddly, the head feather rotates without issues on that frame...) If you were to try to do this same thing and it *doesn't* break, it might be a good sign that it's my computer's fault!
    If it *does* break though... then I'd very much appreciate any help I can get from someone who understands the new motion tweens better than I do!
    It'd be a shame to have to go back to Classic Tweens because of this...

    Sigh! Normally I try to solve problems myself... but Google isn't giving me anything about this so maybe I'm the only one in the world experiencing this particular issue.
    I've used Flash for making games for years now, and I got used to using the old motion tweens for making looping animations for characters. I made the leap from AS2 to AS3 a while ago, and felt like I should try to use these new motion tweens as well since I got CS5...
    I've found them completely unusable, however, due to a bizarre problem that happens when moving around objects using the Free Transform tool.
    For a single character, I'll have a MovieClip with several layers, each with a 'body part' MovieClip on it, then I add the new blue-type motion tweens to all of those layers. At the end of those tweens, I use F6 to (hopefully) duplicate the starting pose; it is meant to loop, after all. Then I'll go about half way between these two keyframes and move bits around to create the A->B->A sort of 'idle' or 'breathing' animation.
    The Free Transform seems dodgy though. If I select all the 'limbs' of a character at once and try to rotate them as a group, it works, but they each end up displaced a bit when I release the mouse; they get offset slightly or rotate a bit in seemingly random directions.
    For example, compare these two images (it's easiest if they're opened in separate tabs, I suppose): http://scraps.fighunter.com/sparkpupagh1.png and http://scraps.fighunter.com/sparkpupagh2.png
    The first one is after rotating it but before I released the mouse button, the second is what the pieces ended up like after I released the button. Most of the pieces ended up where they should be, but the head was offset slightly. This is a mild case; it's usually worse and affects all the pieces, and the slight offsets and rotations build up, too.
    This in itself wouldn't be too bad - though it's frustratingly inaccurate - but it gets much, much worse the more I work on a single animation.
    (Note: These strange changes don't happen if I rotate all the parts as a group if they're not also contained within new motion tweens...)
    Here's a screenshot showing a frame mid-way through an animation, with one of the parts selected: http://scraps.fighunter.com/meepagh1.png
    The Motion Editor is shown, though I don't use that directly.
    With that feather bit selected, I then rotated it a tiny, tiny amount, but didn't *move* it at all. When I released the mouse, it ended up snapping suddenly to here: http://scraps.fighunter.com/meepagh2.png
    That'd be frustrating in itself, but as you can see from the Motion Editor, it's also messed up most of the other frames in the animation, somehow. This becomes unbearable, as you can likely imagine!
    If I edit the graph in the Motion Editor directly to alter the Z value and cause a rotation, it works, without problems... but this is horribly inefficient and unintuitive and not a solution. I can't animate by tweaking numbers. It's like trying to draw a portrait using an Etch-A-Sketch!
    It seems to only be the Free Transform tool that creates this bizarre problem.
    This has been happening since I got CS5 maybe a year or two ago, though I haven't actually had to use the animation tools much until a few days ago so that's why I'm bringing it up now. I've restarted Flash, my computer, etc, etc, many times; I also got the trial version of CS6 today to see if THAT would fix it, but the exact same thing happens in that version too.
    I'm wondering whether it's my computer's fault in some way... I don't know enough about hardware and 'specs' and that sort of stuff to describe anything about it, but I'm using Windows Vista and the computer is fairly old and not exactly what I'd call reliable. I'm planning to get a new one soon, so it'd be nice if that fixed this problem... but frustrating if it doesn't.
    I'll link to the CS6-flavoured .fla that those screenshots are from: http://scraps.fighunter.com/Meep.fla
    I'd very much appreciate it if someone could test this to see if it's happening to only me! If I go to frame 146 (to choose one at random), and try to rotate the foot, slightly, using the Free Transform tool, it breaks in the way that I've described. (Oddly, the head feather rotates without issues on that frame...) If you were to try to do this same thing and it *doesn't* break, it might be a good sign that it's my computer's fault!
    If it *does* break though... then I'd very much appreciate any help I can get from someone who understands the new motion tweens better than I do!
    It'd be a shame to have to go back to Classic Tweens because of this...

  • CS5 - problem with motion tween..HELP!!

    Experts out there, please help.
    I have migrated from Flash CS3 to Flash CS5. Unlike in CS3, in CS5 when i use motion tween i am unable to use multiple 'ease in' and 'ease outs' in a single tween span. The tween span has to be divided by the 'split motion' command at 'properties keyframes' into smaller tween spans to further apply ease in/out to each one of them. This is not the case with CS3, you just select one keyframe after another and apply the ease in/out command, no divisions required.
    Lets say i want control the accelaration and deccelaration of a bouncing ball without breaking the tween span. How do I do it in CS5 without wasting all the sweat?
    Please guys i really need this
    I'll be greatful
    Thanks

    The classic tween is the same as the old Motion tween was in CS3 and earlier. You can grab a keyframe and drag it along he timeline to extend or reduce the tween.
    The "new" Motion tween was invented to allow for 3D tweening and to allow you to save the tween action exclusive of the elements that were being tweened, so that you can easily replicate a tween on the timeline.

  • Basic Motion Tween not working?

    I created a graphic symbol in Illustrator and copied-and-pasted it into Flash. I placed a keyframe further in the Timeline and scaled the symbol down on that frame. I went back to the first frame and right clicked on it and chose to create motion tween, though nothing visually happened between the first frame and last one like it did in previous versions, and the the symbol did not not animate. What did I do wrong?
    Thanks.

    Adobe has made it a wild goose chase. For me, it only works if I don't have a second keyframe. Baffling, why should it behave so differently than classic tweening?!
    People like me have been hitting their heads against the wall for years trying to get this to work. Absolutely asinine.
    For the record and to repeat my huge gripe, it behaves nothing like classic tweening, where you define an end point and then "tween" between them. You can end up doing that, but you can't create the tween between two existing keyframes (even if they have the exact same single object in them).
    So this is what's working for me now:
    1 - Create a timeline layer with one single object in an initial keyframe (black dot indicates a keyframe). No more than one object can be tweened in one layer, but Adobe will not give you any userful feedback about this while you're working.
    2 - On that layer, farther out in the timeline where there are no frames (what is the name for these "non-frames"?), right click where you want the tween to end, and select "Insert frame". (You'll have a black dot keyframe, a row of grey empty frames, and white box as a blank keyframe.
    3 - Right click anywhere on the active part of that timeline and choose "Create Motion Tween", even though there is nothing to tween yet. After you do this, the span of frames should turn blue and the blank keyframe white box should disappear. Congratulations, you've created your first motion tween, but Adobe doesn't want you to know that. You need to actually go to individual frames and move the object around to get tweening to happen, as I outline in steps 4 and 5. Assuming your object is where you want it in the starting position, I would recommend going to the last frame to determine the final position next. Then you can do any number of middle positions (each frame can have a new position).
    4 - (optional step, helps with positioning on the timeline) Scrub the timeline and find a frame where you want the trajectory of your object to change (at the very minimum, you'll want to move the object for one frame, otherwise there will be no motion)
    5 - Move the object on the stage.
    6 - Repeat 4 and 5 for as many frames as you want.
    If you're not seeing motion paths that chart the motion, play with the little buttons on the bottom of the timeline, such as Onion Skinning. Lastly, just move the playhead left and right. If you're not seeing your object move, then blame Adobe some more, because this is far from immediately intuitive.

  • Motion Tween.

    Hello!    
    I have a big problem on a project that I'm developing.
    I've created an animation with ActionScript 2.0 using mx Tween class.
    This is the code:
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    var myTween:Tween = new Tween(mc1, "_y", Regular.easeOut, mc1._y, mc1._y-100, 0.8, true);
    var listeningObject:Object = new Object();
    myTween.addListener(listeningObject);
    listeningObject.onMotionFinished = function():Void {
         this.mc1.gotoAndStop(1);
    The first time the animation work well, but when i try to execute again by button on first frame of my scene the motion not execute standard motion tween and execute only final parts of this code.
    I've tried to insert a trace and flash send to me this information: [Tween]
    I think I can't exit or delete or stop or reset this Tween.
    The code work well but I can't do a "rewind" of all the scene!
    After the tween I want to see the standard motion...
    Please help me if you can.
    Bye!

    How does telling the mc1 to goto and stop at its frame 1 have to do with going back to frame 1 of the timeline tween and playing it again?  Wouldn't you want to use...
    listeningObject.onMotionFinished = function():Void {
         this.gotoAndPlay(1);

  • Motion Tween Keyframe Display

    Hello Everyone,
    I faced a very strange issue while working with motion tween. I have motion tween of 100 frames. The motion tween path on the stage shows me Keyframes at every 5 frames i.e. it shows keyframe of 5,10,15,20 and so on till 100..No isues with that at all.
    But when trying to motion tween the duration to 99 frame or even lesser the entire motion tween path shows me each and every Keyframe on the stage which becomes so cumborsome to handle as then I have to manage all the keyframes on the stage. Whereas, when it is 100(just a frame more) it starts showing a different display.
    How can I have to same display if I were to reduce the motion tween to 99 or less, in that instance it is much easier to ease the frames in my animation..Is there any setting which controls this??
    Please help geeks as your help as always been a boon for me.
    Thanks,
    Kangana
    I am using Flash Professional CS5.0

    Hi Darshan,
    Thanks for your response but this is not what I wanted to explain.
    The duration of the layer for motion tween is at 100 frames in the first setting. On the Stage I can only see Anchor Points(Keyframes) on frames 5,10,15 and so on.. No issues with that. I have taken a screen shot of this and attached as Version-1
    Now with the same file and everything being the same, If I decrease the duration of the Layer by just one frame i.e.99 or lower, then all the anchor points(i.e.keyframes) 1,2,3... become visible on the motion tween path on the Stage. I have also attached the screen shot as Version-2
    I trust there would be a setting which controls this display.
    Thanks for your help...
    Kangana

  • Help with Motion Tweens and Designing

    So we are basically trying to design part of a website
    and we want to have the whole alphabet at the top of the page then we want like one letter to shake
    and then fall into a funnel which we want to be in the middle of the page then another letter shakes, then two at a time, the three at a time and after that all the letters fall in.
    After that we want the letters to fall out and form and sentence, a few sentences.
    That's basically all that was thought about, and we are new to flash so we were looking for any tips, or any help to actually do this
    we were trying to mess wit the motion tween but we never figured out how to make it shake how we want it to, so any help will be appreciated.

    var growFactor:Number = 0.01;
    var shakeFactor:Number = 0;
    var xDirection:int = 1;
    var yDirection:int = 1;
    var control:Number = 2.0;
    var MOrigin:Number = M.x;
    var OOrigin:Number = O.x;
    var IOrigin:Number = I.x;
    var TOrigin:Number = T.x;
    function shakeIt(evt:Event):void {
         // move A
          M.x = MOrigin + Math.random()*shakeFactor*xDirection*control;
          M.y = MOrigin + Math.random()*shakeFactor*yDirection*control;
          O.x = OOrigin + Math.random()*shakeFactor*xDirection*control;
          O.y = OOrigin + Math.random()*shakeFactor*yDirection*control;
          I.x = IOrigin + Math.random()*shakeFactor*xDirection*control;
          I.y = IOrigin + Math.random()*shakeFactor*yDirection*control;
          T.x = TOrigin + Math.random()*shakeFactor*xDirection*control;
          T.y = TOrigin + Math.random()*shakeFactor*yDirection*control;
          // flip coins to see which way to move things next time
          if(Math.random() < 0.5){
                xDirection *= -1;
          if(Math.random() < 0.5){
                yDirection *= -1;
          // shake a little more each time
          shakeFactor += growFactor;
    M.addEventListener(Event.ENTER_FRAME, shakeIt);
    O.addEventListener(Event.ENTER_FRAME, shakeIt);
    I.addEventListener(Event.ENTER_FRAME, shakeIt);
    T.addEventListener(Event.ENTER_FRAME, shakeIt);
    The problem is that M is shaking in place where i put him and anothers letters are in strange position down look here  http://robinmd.nm.ru/new/Untitled-1.html  I wold like to put them on one x line whats wrong in the code?=)

  • 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
    issue I'm over looking.
    Basically, I have buttons, scrollpanes, and FLVPlayer
    components on my stage, in separate layers that work fine when they
    are on the keyframe that I add them to initially. However, I want
    to animate these components moving in and out of the stage (see
    www.rossmnewton.com for an example). So I make new keyframes before
    and after the keyframe I added the components on, copy the
    components, move to the other keyframe, paste in place, move it,
    then create a motion tween, and the animation works fine. The
    problem is, no matter what I do though, my buttons, scrollpanes,
    and any other component, will fail to work as soon as I apply a
    motion tween to them. Instantly, they stop working. And I can't
    figure out how to animate these types of components without
    breaking them.
    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
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