Change in Motion Tween in CS4

I am currently using CS4 but taking a class that is using CS3. The problem is I am finding the "motion tween" is not creating a tween. What is the difference between the motion tween in CS3 and CS4.
I can get the tween to work if I use the "classic tween" but the instructor is saying I must use the motion tween.
Any insight would be greatly appreciated.
Thanks

Here is a guide specifically on this topic - the change between the older motion tweens and the new ones in CS4:
http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html
You can also see everything to know about new tweens here:
http://www.adobe.com/devnet/flash/learning_guide/animation/

Similar Messages

  • Motion Tweening in CS4, please assist.

    Hi there,
    I have a character that I'm trying to animate. In particular it's an arm, hand, and finger. The animation is pretty much a character doing a "come and get your butt kick" animation with his gesture.
    Each of the three elements (arm, hand, finger) are separate symbols... all derived from copy/pasting from Illustrator. I set the animation keyframes for each, selecting as a all (shift select) and adjusting per the pivot point.
    When I choose motion tween, it doesn't do anything, it still jumps, but the color insists that the tween is there. I tried classic tween and all but the finger animate appropriately. Guessing classic doesn't allow more than two elements.
    What may be the problem:
    - For each symbol (remember 3 of them) if I were to go into that symbol, must everything be broken apart? At the time of writing this, I only have the 3 symbols. But I thought maybe within the symbols having groups is a bad thing?
    Thanks for your time and help.

    I can't duplicate it.
    I think what I did that wasn't working was the following:
    I had an arm, hand, and finger. The animation was like a "hey come here".
    I'd animate the finger (rotation point at hand), then the hand (rotation point at the arm), then the arm (rotation point at the torso) in that order. I think what I did wrong was, I should have selected all of them (arm, hand, finger) and then animated the rotation of the whole (the group of the whole limb). then work down to the hand and the finger. I think I was animating details first (backwards), then groups second. I assume that's what makes things jump sometimes.
    Hopefully that makes sense.

  • How to change a motion tween speed

    on a timeline of 6 second I need to scale a jpg from 100% to 300% is it posible to slow it down or not? If yes how without changing the time frame or the size...
    Thanks in advance
    Pascale
    P.S. if my question is not clear enough just mention it I will attach an example

    Do you mean easing? If so option the Motion Editor Panel and adjust easing in there. Otherwise slowing it down literally will require adding more frames or reducing the document frame rate (slowing down everything else and/or making it choppy).
    Motion Editor ex (don't forget the ease value at bottom):

  • Why do Motion Tweens fail when tested?

    I have created a motion tween in CS4 that works perfectly when scrubbing with the playhead. However, when testing, the motion tween fails yet the rest of the animation plays perfectly. Does anybody know of any issues that could cause this?

    Ned:
    Thanks for sticking with me through this. Yes, I'm aware tweens are not new. It is the new way that Motion tweens are implemented in CS4 that I am talking about, not what are now known as classic tweens. Anyway, I figured it out and for the sake of the next Flasher that experiences this issue, I'd like to explain how it got solved. I have rarely developed a Flash project where I animated on the timeline. I always did my animation programatically and used only the first frame of the timeline to make everything happen. This meant that dynamically loading symbols and assets from the library required instantiating and loading these assets with actionscript and linking.
    For example, if I had a movie clip named thisMC_mc in the library, I would export it to actionscript under the properties menu and give it a class name such as ThisMC. From there, in the document class I would tell Flash I was going to use it at some point by instantiating it at the top of the class like so:
    public var thismc:thisMC = new thisMC();
    Once this was done it was in scope and I could load and manipulate the movieClip at any time using the name thismc.
    So, why did my Motion tweens fail on this project. Well, there were times I would place a library symbol on the stage at authoring time and since it was already on the stage, I did not need to instantiate it as shown above. I just needed to make sure it had an instance name in the properties inspector. And because I did everything from the first frame of the timeline, the MovieClip remained in scope. With this project, I just thought that principle followed through to other frames on the timeline as well. If they were placed on any frame during authoring time I figured they were in scope of the document class.
    Apparently, this is not the case. because the tweens would not function when testing. As soon as I started thinking in programatic animation terms, the first thing I did was to instantiate the tweened MovieClips in the document class as shown above. The tweens started working like a charm. This probably occurred because there are event listeners and code in the document class associated with the tweened MovieClips.
    I can only assume this issue has to do with scope and that I missed it because I rarely use more than one frame for animation so I wasn't thinking about it correctly.
    If anybody can shed more light on exactly what went on it would be greatly appreciated.
    By the way, I actually like the new way of doing motion tweens in CS4. It only took a little studying and it all made sense. They are actually easier to set up and I love the fact that you only need to work with one instance all the way through the tween and the tween is not broken up by a bunch of keyframes. I have found that most hardcore Flashers complain about something everytime a new version is released. Mostly just because they are used to the current version and now they are out of their comfort zone. CS4 is a major change but now that I've been working in it for about two months I don't want to go back to any earlier versions. So go ahead and upgrade, once you get use to it I think you'll love it.

  • How to do a simple Tween in CS4?

    I am having trouble doing a motion tween in CS4.  I am just starting to use CS4 again after a little hiatus, I know I was able to do a motion tween like I did when I was using CS3 but I can not find how to do it again.  I would greatly appreciate it if someone could remind me of how to do this.
    Thanks for your help

    And for information on how the new motion system works, compared to CS3 and earlier, see http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html. For full info on the new motion tweens in CS4, see http://www.adobe.com/devnet/flash/learning_guide/animation/.

  • Can't properly create motion tweens between two keyframes in flash CS4

    I'm trying to create a flash animation of a wing flapping using three keyframes. The first keyframe is at frame 1. I then created a second keyframe at frame 5 by pressing F6, and then I created another keyframe at frame 10 by pressing F6. At frame 5, I rotated the wing so that it is going up. Frame 10 is the same as frame 1.
    frame 1:
    frame 5: frame 10:
    I right clicked on a frame between frames 5 and 10 and then clicked the first option, "Create Motion Tween"; I then performed the same action on a frame between frames 1 and 5. When I preview or test the movie, there is no transition between the frames. From frame 1 to 5, there is supposed to be a transition of the wing flapping up. From frame 5 to 10, there is supposed to be a transition of the wing flapping downwards to its initial position. Instead, when I test the movie, the wing remains still until frame 5 and instantly goes to its "wing up state" and when it gets to frame 10, instantly goes to its "wing down state".
    Here is what the timeline looks like after I've made the changes mentioned above:
    I'm using Flash CS4 to make the animation but the tutorial I'm following is using Flash CS3. I know I can use other methods to create the motion tween but I want to know why the method I'm using isn't working.

    I did switch to classic tweening. I pressed F6 to make a keyframe at frames 5 and 10. I then right clicked on a frame between frames 1 and 5 and then clicked
    "create CLASSIC tween"; did the same thing between frames 5 and 10. I'm not seeing the transitional frames between frames 1 and 5 that the tutorial showed.

  • Can't get motion Tween to work - just upgraded from a previous version to CS4

    I am attempting to create a motion tween between two keyframes.  The image is the same...the first keyframe has the image set to an alpha of 0 and the second keyframe some 20 frames down the timeline is set to an alpha of 100%.  The keyframes are on the same layer.  The image has been transformed to a symbol.  Yet when I double click between the two keyframes and create the motion tween so the image will fade from 0 to full view at 100% nothing happens.  I don't see the familiar arrow that normally indicates a motion tween between the two keyframes.  I've created this transformation a thousand times before but don't understand what is different in CS4 that isn't creating the tween.  When I double click on a frame in between the two keyframes it indicates I can remove motion tween so, it makes me believe the motion tweening has been set but, it isn't.
    I am quite frustrated and don't understand if I haven't set something in the preferences so the tweening will work or just what is going on.
    Help!

    And here's the article that was written specifically to update your skills with all the changes between the earlier tweening and new tweens in CS4:
    http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html

  • Problem with motion tweening in Flash CS4

    Hi !
    I tried to refresh my little flash knowledge -- but I stumbled upon a problem with the new Flash CS4!
    When I try to make different blur or alpha effect on one keyframe I got after making the motion tween -- Flash adjust the other keyframe as well (got the same reaction on both keyframes as if it was the same instance of movie clip -- and not as in old flash; the keyframes created separated or independent instances)
    The only thing working for me is when I move the movie clip out of the stage on the first keyframe -- and it correctly move its position.
    What's wrong?
    Kind Regards
    Maria Olsen

    Hello Maria,
    You sort of answered your own question:)
    "got the same reaction on both keyframes as if it was the same instance of movie clip"
    That is exactly right and is the proper way of looking at new motion tweens. It is one instance of the movieclip for the duration of the tween. It takes awhile to get used to this.
    New motion tweens allow you to set up a a very simple tween initially without keyframing ending values / position. Once you start making changes after the tween is set, you are going to have to get familiar with adding "property keyframes". Property keyframes are displayed with those little diamond icons in the timeline. Poperty keyframes allow you to "lock in" certain specific properties at key points in your animation without affecting other properties. With the old classic keyframes, a keyframe placed mid-tween would create a whole new instance of a symbol with all properties (rotation, scale, alpha etc) set in stone for that point in time. The benefit was that you could easily have all properties tween TO and FROM that keyframe if that's what you wanted. Now you can make adjustments to a symbol mid-tween and only specifically adjust a single property. So you can adjust the alpha of an object mid-tween without interrupting say a rotation that you wanted to happen all the way through.
    If you simply want an object to move left to right and then you decide it should fade in
    CLASSIC TWEEN
    -place symbol on frame 1
    -keyframe frame 10
    -in frame 10 move the symbol to the right
    -add classice tween
    Ok, that works, now add alpha fade in
    -go back to frame 1 and set alpha to 0
    -classice tween automatically adjusts alpha from 0 in frame 1 to 100 in frame 10.
    -done
    MOTION TWEEN
    -place symbol on stage
    -create motion tween
    -playhead jumps to last frame
    -move symbol to the right (no need to f6 / keyframe)
         Flash automatically adds something called a "position" keyframe (notice the little black diamond)
    Ok, that works, now add alpha fade in
    -go to frame 1 and set alpha to 0
    -test movie
    -oops - wrong. As you noted the alpha will stay at 0 throughout the whole tween.
    -you need to additionally go to the last frame and set the alpha back to 100
         -this will automtically create a "color" property keyframe on the last frame
    When just doing this now I noticed something odd as well
    As soon as I do the position change and move the symbol to the right, if I try to add the "color keyframe" on the last frame of the tween, I am not allowed to do so. "color" and "filter" are greyed out. I would prefer to lock the alpha at 100 in the last frame while the playhead is in position before setting it down to 0 in frame 1. Oh well.
    Seems you are forced to
    -go back to the beginning of the tween
    -adjust the alpha
    -then go to the end and manually bring the alpha back up.
    hmm maybe i'm missing something too:)
    the best way to do this would be to have the foresight ahead of time to do the alpha
    -place the symbol
    -alpha 0
    -add motion tween
    -in last frame move the symbol  set alpha to 100 (alpha and position keyframes are automatically set)
    So if you do it right the first time, its easy. If not, well.
    Keep in mind an object will maintain the properties it has set in frame 1 unless a subsequent property keyframe enforces some adjustment.
    If you have have an object that is moving from point a to b to c to d:
    If you alter the alpha at point b, the alpha will tween from point a to b, but will maintain the new alpha to c, to d.
    If you scale the clip by 200% at point, its scale will tween from point a all the way to point d, NOT just from c to d
    To scale from point c to d only, set a "scale" property keyframe at point c (this will lock the objects scale at 100) THEN scale to 200% at point d
    It takes a good deal of practice. I found the hard way that you just can't "wing" it. It isn't very intuitive coming from a classic tween approach.
    These articles really helped me:
    http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html
    http://www.adobe.com/devnet/flash/learning_guide/animation/
    Take note of the tips on "cntr-clicking" frames and "shift-dragging". You have to really get used to a few keyboard modifiers when editing the timeline.
    Stick around the forums. A lot of good info comes through daily.
    Carl

  • Can't motion tween in mask CS4

    I'm building a drop down menu in flash CS4. I have followed the directions meticulously...3 times... and still I can't get a mask to accept a motion tween.
    Thanks for you help
    Sb!
    Little Rock

    Could you share the steps you are using, and what's the result you're experiencing (what part isn't working)?  You can tween a mask in CS4 with old and new tweens, so I'll need to know what you're trying to do that isn't working.
    For example, this would work in CS4:
    1. In a new AS3 document, draw a large square on one layer.  Press F5 on frame 20 to insert some static frames.
    2. Insert a new layer and draw a smaller square that's a different color and situated over the large square.
    3. Right-click the small square and choose Create Motion Tween.
    4. Scrub to frame 20 and move the square.
    5. Right-click layer 2 and choose Mask.

  • How to move a keyframe from a Motion Tween in Flash CS4

    I understand that motion tween is a new form of tween in CS 4 however  I am unable to move a keyframe within the time line? am I missing something? I would hope I could select the keyframe (diamond  shape) and move it around the timeline but apprently Im missing something.. I am not able to do a cut and copy either... is this normal behavior?
    thanks
    cheers
    stephan

    Thank you so much for getting back to me so quick. Work is chaotic right now or I would have replied sooner.
    Anyway, my lines aren't actually 3D at all. Everything, including the box, are 2D. But that does give me an idea, once I'm more proficient in Flash if I decide to make this animation even better in the future.
    I attached a screenshot of my homepage. You'll see a set of lines on the left side that surround a square with Sarah Knouse LeCroy inside. (That square is what I was referring to as a 'box'...probably not a good description.) I want that square to move down to the bottom left corner when you click on Portfolio, Contact or Resume. As it moves, I want the lines to collapse and fold together so that it looks like they're all neatly getting 'packed away' so that all that's left when viewing, say Portfolio, is an empty page with the square down in the lower left corner.
    What is the best way to animate those lines in CS4? Most of the lines do not need to stay connected to the square as it's moving so I think I can just do a Classic tween for those. But the 3 diagonal ones DO need to stay connected to the box as it's moving. I was doing a motion tween and rotating/elongating each line in sections but they still didn't match up exactly in some places during the move. When I would try to go back and adjust a position I had set, it would just pop right back to the original position.
    The last problem I'm having is an issue with getting this animation to play only when you leave the homepage and click to Portfolio, Contact or Resume.
    But don't want to overwhelm so just answer what you have time for! Later, I could attach my main timeline so that you could see what I already have set up.
    Thanks so much!

  • 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?

  • New motion tween cs4

    Hi there,
    Whenever I try to add a new motion tween to an object that
    has completed a motion tween, they get combined together, meaning
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    want it. Is there a way to be explicit that this is the position I
    want it to be at this frame, and if I add a new tween it shouldn't
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    thanks,
    maria

    I'm not entirely sure I understand, but it seems what you're
    asking is how
    to defeat the tweening, when animating using the timeline. If
    you apply a
    motion tween to a segment between two keyframes, Flash
    controls the
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    from keyframe a
    to keyframe b over the range. The only way to specify the
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    specific point between those two keyframes is to add another
    keyframe and
    position it where you want. There are plenty of times when
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    Dave -
    www.offroadfire.com
    Head Developer
    http://www.blurredistinction.com
    Adobe Community Expert
    http://www.adobe.com/communities/experts/

  • Motion Tween - Change Pic

    Hello.
    I'm trying to create a Motion Tween where at a certain point the initial image it's replaced by another one.
    I've tryied to do "Swap Symbol" but the symbol changes in all the tween.
    Is this possible to do?
    Thanks.
    Luis

    You cannot motion tween one symbol/object into becoming another.  You will need to have one fade out in a tween of its own, or the other fade in in a tween of its own, or both.

  • Motion Tween (CS4)  - please help

    I'm a student trying to finish (what should be) a pretty
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    to get the "bounce in" ease effect on the tween). So, currently,
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    Now I want the symbol instance to stay in place for the next
    x frames, while stuff on other layers slides in on "top" of it. But
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    frame 1 to frame 90, and then have the symbol instance stay put for
    the next x frames after that?
    Thanks!
    Christophe

    My instructor said just to go to the frame in the layer, go
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  • CS4 - motion tween

    If you watch the short tutorial at
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    then click F5 to add frames, or F6 to add a keyframe?
    Thanks,
    Christophe

    Gotta love them wolves
    At some point Flash introduced breaking apart text fields into individual letters before raw shapes(I can't remember the version off hand - maybe 8), which is handy when you want to motion tween the letters individually. So you could break them into individual letters, and then distribute to layers, and then motion tween them to create text effects. It might also be useful if you want to space/align or position them individually - a little bit faster than creating each letter separately. But yes, one extra Ctrl+B to get the raw vector!
    Hope that helps,
    Jen.

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