Drawn Motion Tween Assistance

Hello, I apologize for not searching for much information on this; but, I don't really know what they call it is. What I am trying to do is create specific animation where when I draw a certain image (Let's just say "Ari"), it records the motion of the of it frame-by-frame (or motion tween). The best example I can provide is this URL:(http://www.portalgraphics.net/pg/illust/?image_id=81564), when you press the image, it brings up a small movie and the program recorded the person as he drew. I wanted to do something like this but I am trying to make a proper logo for something. Can someone assist me with this? Again, I am sorry for not doing much research on this; but, I don't know the proper term for it.

unless there's something special about that logo, you'll need to create a frame-by-frame animation of your logo.  that will be pretty similar to an old-time flip book or mutoscope.

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.

  • Creating a motion tween on x then y axis

    Hello! I am trying to figure out how to make my movie clip move from left to right then down with a motion tween script. I have the script written to move left to right on the x axis, but can't figure out how to add the script to have it then move down on the y axis.
    Can anyone assist me?
    Thank you!
    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    //teaching_mc animation - animate left to right.
    var teachingTween:Tween = new Tween(teaching_mc, "x", Regular.easeInOut, 317.3, 785.3, 2, true);

    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    import fl.transitions.TweenEvent;
    //teaching_mc animation - animate left to right.
    var teachingTween:Tween = new Tween(teaching_mc, "x", Regular.easeInOut, 317.3, 785.3, 2, true);
    teachingTween.addEventListener(TweenEvent.MOTION_FINISH, startYTween);
    function startYTween(evt:TweenEvent):void {
          //  your y tween

  • Motion Tweening in CS3

    I keep getting dashed lines between keyframes after I se
    lect "Motion Tween" in the properties.  Even a bouncing ball won
    't give me a solid tweening line in the Timeline. I created sy
    mbols and all but no go!  Please clue me in.  Thanks.

    i'm not familiar with the term score, but i'll assume you mean "stroke"
    with any drawing tool selected
    slick on the color swatch underneath the pencil which denotes the stroke color (at the bottom of the tools panel)
    when the color palette opens up select the white swatch with the red line through it (next to alpha)
    this will prevent objects drawn in the future from having strokes.
    to remove an existing stroke, select it and delete it.
    if you are using object drawing mode, click on the object and in the properties panel remove the stroke by selecting the white box with the line through it in the color panel that opens up when you click on the swatch next to the pencil icon.

  • Export motion tween to stills?

    I have a movie which is just moving symbols. I can't figure
    out how to export the frames to still images. I can export drawn
    frames, but moving symbols export frozen!
    How can I get my motion tween to export as a series of
    frames?

    Sounds like it would work, but I have many layers. It seems
    like adobe doesn't want you to be able to do this. Can I export in
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    there. Anyone know?

  • 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...

  • How do I create 2 motion tweens for one line of text?  the text needs to "fly-in-right", I can do that,

    how do I create 2 motion tweens for one line of text?  the text needs to "fly-in-right", I can do that, then it needs to "fly-out-bottom" again, I can do that, but not on the same line of text...any ideas...

    my question
    1- there is any way to assign the Fetch process to specific region so the process take all item in these region only.
    2- how can create manual process to fetch row into specific items in page ( i tray these code
    SELECT col1, col2, col3 ....
    INTO :P1_ITEM1, :P1_ITEM, :P1_ITEM...
    FROM table
    WHERE id = :P_id ) but no data retrieve .
    I do not think that it is possible to have more than one Automated Row Fetch process in a given page. See the thread:
    ORA-01403: no data found : Unable to fetch row multiple automated row fetch
    On your second question, the manual process should work provided:
    P_ID has a value when the process executes. You can do it this way:
    i. Make this process as a on-load After/Before header process
    ii. Make sure that P_ID page item has value when the process executes (set it from another page or before the pl/sql process executes)

  • How many motions tweens can you have on a timeline?

    I'm a college student in Seattle.  We just had our mid-terms in Flash CS5.  One of the really simple questions was "How many motion tweens can you have on a timeline."  Yup.  The answer is one...... or is it?  I had a long discussion with my tutor (who is the greatest tutor in the world) and he wanted to think about it. I said to him that I thought that one motion tween was wrong because you can click on an object in the timeline, make it a motion tween, and double click it and make several motion tweens.  So, essentially, you can have more than one motion tween on a timeline.  Is anyone able to advise me because this is all about grades!

    You can have quite a few motion tweens on a timeline.  You can even have them happening simultaneously (I don't know of a specific limit), as long as they are all on their own layers.  Though the more you add simultaneously the more they can weigh down the speed of things running.
    If you need to prove this to someone, the easiest way is to create it and demonstrate it.  But you may want to check the exact wording of the question... it would not be beyond an examiner to throw a trick question in.

  • Poor quality motion tween with png image, tried "Trace Bitmap", but then it looks like a newspaper

    Greetings all,
    I've been a software developer for many years, but am not very savy in the design elements.  So, much of what I'm going to say will probably sound "newbie", so please forgive me in advance.
    So, I'm trying to get a transparent image to fly in from the side.  So, I *thought* I was doing the correct thing by moving the "symbol" off of the visible portion of the stage, and creating a motion tween to move it onto the stage.  The motion works, but the quality of the image in general (and the text in specific) looks pixelated.
    Thus, I did a little bit of snooping, and everyone said that you should start with a bitmap.  So I saved the image from Photoshop into .bmp format, and was able to set the properties to "allow smoothing" and with lossless compression.  So far, so good.  Now, as I expected, the transparency is no longer there... 
    So here's the question:  how can I make this image retain its quality, still have transparency, and a motion tween?
    It seems like this is some set of characteristics that don't play well together, even though I see this type of thing online ALL the time.
    I tried "Trace Bitmap" to convert to a raster image, and tried to follow some suggestions online, but when I do "Trace Bitmap", it ends up looking like it has a bunch of grayish dots on the image... definitely NOT what I was expecting.
    Thanks for your help!
    JPB

    Go back to using the png, and set the smoothing allowance. That should take care of the quality.  In Flash, a "bitmap" will often refer to any type of image element... .bmp's are probably dinosaurs (as in extinct) where Flash usage is concerned.

  • 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.

  • 3d motion tween load problem

    Hey all,
    I'm having a problem which has made me struggling for two days. I hope i can get some new ideas for my problem here.
    I created a fla which includes several 3d motion tween in CS5.5, when it's compiled it works perfect. But when i try to load this swf into my main project, images get blurry and distorted. Below is the screenshot of the situation. The first one is the correct one, and second one is loaded into main project. I read that scaling 3d tweens might cause such problems and tried to fix it by two solutions. As first, i tried to retransform the tween by: myContainer.transform.matrix = new Matrix(); but didn't work out. As second, i tried to rescale the stage which mentioned as a solution is some blogs.
    And i don't know if it is some kind of bug as mentioned here: http://forums.adobe.com/message/2258767
    I'd really be glad if i can get some ideas, thanks all.

    anyone?

  • Motion Tween w/ Rotation Dropping on the Y Axis

    Is there a way to prevent a motion tween w/ rotation from dropping on the Y axis? Basically I used Free Transform to change the angle of a line, but it always lowers itself on the Y axis when I insert a motion tween in it.

    Hey there,
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    Thanks!
    Jen.

  • Motion Tweens in AS3

    I'm trying to make a screen object(digitB1_mc) move in one of two different directions, depending upon the current cicumstances.
    I drew the Motion Tween _B1_12 and saved it as a preset for the first direction.
    I drew the Motion Tween _B1_21 and saved it as a preset for the second direction.
    Then I tried to find AS3 code to grab one of these two from the presets and apply it to digitB1_mc. Could not find a way to do it.
    Then I copied _B1_12 to Actionscript 3.0 code (ie. clipboard) and pasted it into an Actionscript 3.0 function B1_12 and got:
    function B1_12() {
    import fl.motion.AnimatorFactory;
    import fl.motion.MotionBase;
    import fl.motion.Motion;
    import flash.filters.*;
    import flash.geom.Point;
    var __motion_digitB1_mc:MotionBase;
    if(__motion_digitB1_mc == null) {
        __motion_digitB1_mc = new Motion();
        __motion_digitB1_mc.duration = 11;
        // Call overrideTargetTransform to prevent the scale, skew,
        // or rotation values from being made relative to the target
        // object's original transform.
        // __motion_digitB1_mc.overrideTargetTransform();
        // The following calls to addPropertyArray assign data values
        // for each tweened property. There is one value in the Array
        // for every frame in the tween, or fewer if the last value
        // remains the same for the rest of the frames.
        __motion_digitB1_mc.addPropertyArray("x", [0,7.4116,14.0277,19.6419,23.9742,26.6463,27.1809,25.0619,19.91,11.7411,1]);
        __motion_digitB1_mc.addPropertyArray("y", [0,-14.8969,-30.1606,-45.8179,-61.8789,-78.2953,-94.9161,-111.395,-127.195,-141.658,-154. 35]);
        __motion_digitB1_mc.addPropertyArray("scaleX", [1.000000]);
        __motion_digitB1_mc.addPropertyArray("scaleY", [1.000000]);
        __motion_digitB1_mc.addPropertyArray("skewX", [0]);
        __motion_digitB1_mc.addPropertyArray("skewY", [0]);
        __motion_digitB1_mc.addPropertyArray("rotationConcat", [0,36,72,108,144,180,216,252,288,324,360]);
        __motion_digitB1_mc.addPropertyArray("blendMode", ["normal"]);
        __motion_digitB1_mc.addPropertyArray("cacheAsBitmap", [false]);
        // Create an AnimatorFactory instance, which will manage
        // targets for its corresponding Motion.
        var __animFactory_digitB1_mc:AnimatorFactory = new AnimatorFactory(__motion_digitB1_mc);
        __animFactory_digitB1_mc.transformationPoint = new Point(0.500000, 0.500000);
        // Call the addTarget function on the AnimatorFactory
        // instance to target a DisplayObject with this Motion.
        // The second parameter is the number of times the animation
        // will play - the default value of 0 means it will loop.
        // __animFactory_digitB1_mc.addTarget(<instance name goes here>, 0);
    But when I called this function it did nothing at all except increase my swf file size from 3.8 kb to 27.3 kb.
    Can anyone suggest a solution that would allow me to swap back and forth between two motions for an object.
    Thanks,

    The culprit is most likely the garbage collector. If you do
    not have any references to your tween object, it will eventually be
    destroyed by the garbage collector.
    From
    Adobe
    Flash Quick Start
    quote:
    Note: Consider variable scope when using the Tween class. If
    a tween is created in a function, it is important that the
    variable's scope exists beyond the function itself. If a tween is
    stored to a variable of local scope, ActionScript garbage
    collection removes the tween as the function completes, which will
    likely be before the tween has even begun.

  • Moving multiple symbols "breaks" motion tweens

    I'm working on a character rotation in Flash CS 5.5 that leads into a basic walk cycle using all motion tweens. The tutorial I'm following (which only uses classic tweens) says to grab all the upper body symbols with free transform and rotate them forward a little. This works fine with classic tweens, but with motion tweens, the parts pop strangely out of place and the more frames I try to move the upper body symbols on, the worse the symbols start randomly sliding around. You can see a simple before/after example posted below. Moving the profile view upper body symbols displaces the arms on the first frame.
    Is there any way to move multiple symbols without ruining them? Someone else described at length a problem like this on an old thread, but no one answered: http://forums.adobe.com/thread/1084800
    I've tried taking all the upper body layers and sticking them in a symbol, but that won't work because the left hand will pass over the left leg instead of under due to layering.
    EDIT - Whatever change is made to the arms during the walk  changes the key frames at the beginning, but only if selected with other symbols. If I move the upper body parts down instead of rotating them, the first frame arms will be retroactively be moved down.
    Message was edited by: LastNameLeft3000

    If you are interested in getting decent results at some point youwill have to looke into the Bone-Tool or use a extension like DragonBones
    The reason why you are having "Displacement"-problems lies in the "Math" behind how AnimatorFactory (the system behind Motion Tweens) handles transformations different from Tweens (Its outright misleading to call them Tweens, and Adobe did a poor naming job).
    Right click one of the Motion tweens and chosy "copy as Actionscript 3.0" from the context menu then paste the code in any available textEditor and you will see sth like:
    import fl.motion.AnimatorFactory;
    import fl.motion.MotionBase;
    import fl.motion.Motion;
    import flash.filters.*;
    import flash.geom.Point;
    var __motion_Symbol1_9:MotionBase;
    if(__motion_Symbol1_9 == null) {
        __motion_Symbol1_9 = new Motion();
        __motion_Symbol1_9.duration = 24;
        // Call overrideTargetTransform to prevent the scale, skew,
        // or rotation values from being made relative to the target
        // object's original transform.
        // __motion_Symbol1_9.overrideTargetTransform();
        // The following calls to addPropertyArray assign data values
        // for each tweened property. There is one value in the Array
        // for every frame in the tween, or fewer if the last value
        // remains the same for the rest of the frames.
        __motion_Symbol1_9.addPropertyArray("x", [0]);
        __motion_Symbol1_9.addPropertyArray("y", [0]);
        __motion_Symbol1_9.addPropertyArray("scaleX", [1.000000]);
        __motion_Symbol1_9.addPropertyArray("scaleY", [1.000000]);
        __motion_Symbol1_9.addPropertyArray("skewX", [0]);
        __motion_Symbol1_9.addPropertyArray("skewY", [0]);
        __motion_Symbol1_9.addPropertyArray("rotationConcat", [0,3.91304,7.82609,11.7391,15.6522,19.5652,23.4783,27.3913,31.3043,35.2174,39.1304,43.043 5,46.9565,50.8696,54.7826,58.6957,62.6087,66.5217,70.4348,74.3478,78.2609,82.1739,86.087,9 0]);
        __motion_Symbol1_9.addPropertyArray("blendMode", ["normal"]);
        __motion_Symbol1_9.addPropertyArray("cacheAsBitmap", [false]);
        __motion_Symbol1_9.addPropertyArray("opaqueBackground", [null]);
        __motion_Symbol1_9.addPropertyArray("visible", [true]);
        // Create an AnimatorFactory instance, which will manage
        // targets for its corresponding Motion.
        var __animFactory_Symbol1_9:AnimatorFactory = new AnimatorFactory(__motion_Symbol1_9);
        __animFactory_Symbol1_9.transformationPoint = new Point(0.499943, 0.500000);
        // Call the addTarget function on the AnimatorFactory
        // instance to target a DisplayObject with this Motion.
        // The second parameter is the number of times the animation
        // will play - the default value of 0 means it will loop.
        // __animFactory_Symbol1_9.addTarget(<instance name goes here>, 0);
        // Call the addTarget function on the AnimatorFactory
        // instance to target a DisplayObject with this Motion.
        // The second parameter is the number of times the animation
        // will play - the default value of 0 means it will loop.
        // __animFactory_Symbol1_9.addTarget(<instance name goes here>, 0);
    This is only the code for simply rotating a rectangle over the duration of 24 frames.
    You notice 2 two problems right away: while having the registration point in the center, Flash distorts the values:
        __animFactory_Symbol1_9.transformationPoint = new Point(0.499943, 0.500000); //should be (0.5, 0.5)
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