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
a way that will open in quicktime? I can easily get stills from
there. Anyone know?

Similar Messages

  • Motion tween created not works after exporting,but works in TEST MOVIE(ctrl+enter)

    I am using adobe flash cs4 and actionscript3
    my project consists several different layers using classic motion tween option available in flash cs4
    my project works fine when I test the movie using Ctrl+Enter
    but after exporting my animation remains stationary
    If any one knows how to solve this please do reply me. It will be very helpful to me
    Even it is a simple setting please do reply me .
    It is very urgent.
    thank u in advance

    Are you using any ActionScript at all or is it all just motion on the timeline?
    If you're not using any AS then you can try to add a little to force it to play. Just add a new layer at the very top. Click on the first frame (which shoudl be a keyframe - if it's not make it one) and press F9. This will open your Actions window. In the window type "play();" (without the quotes). Not sure if that will work or not but it's worth a try!
    If you are using AS make sure you don't have a stop(); action anywhere that's not being controlled.
    Good luck!

  • Motion tween created not works after exporting as  SWF,but works in TEST MOVIE(ctrl+enter)

    I am using adobe flash cs4
    my project consists several different layers using classic motion tween option available in flash cs4
    my project works fine when I test the movie using Ctrl+Enter
    but after exporting as SWFmy animation remains stationary
    If any one knows how to solve this please do reply me. It will be very helpful to me
    Even it is a simple setting please do reply me .
    It is very urgent.
    thank u in advance

    Are you using any ActionScript at all or is it all just motion on the timeline?
    If you're not using any AS then you can try to add a little to force it to play. Just add a new layer at the very top. Click on the first frame (which shoudl be a keyframe - if it's not make it one) and press F9. This will open your Actions window. In the window type "play();" (without the quotes). Not sure if that will work or not but it's worth a try!
    If you are using AS make sure you don't have a stop(); action anywhere that's not being controlled.
    Good luck!

  • 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.

  • 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.

  • 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 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.

  • Motion Tween grayed out

    I'm doing a project for class and I'm not terribly savvy with Flash, so please bear with me as I try to give you the information I hope you'll need to help me out.  I am using Flash CS5.
    I am doing a kinetic typography project. I need letters to move along a path I drew with the pen tool.  I drew the path.  I have the letter.  I converted the letter to a symbol.  I created a guide layer and my pen tool path is on it.  I click on the layer with the letter and the letter is just off the stage.  I have 30 frames created and one initial keyframe in the first frame of the timeline.
    When I right-click on the letter, Create Motion Tween is grayed out.  When I right click on the layer containing the letter, the Create Motion Tween is grayed out.  When I add another keyframe to the end (frame 30 in this case) and try to right-click, it's still grayed out.  I've tried clicking on the guide, the letter, recreating the symbol... What am I missing?

    You're welcome.  One problem with the new tweening (hearsay on my part) is that they are not intuitive to use.  With the classic tween it is a straightforward matter of start frame, end frame, and done, and it serves most purposes folks have for timeline-based tweening. 
    It is possible the approach you took is not the way to go when creating motion paths for the new tweens.  Here's a link to a video that demos using the new tween with a motion path.  It appears the path is not done the same way you attempted if you have the path on a separate layer...
    http://www.youtube.com/watch?v=4-BIlFiy_DY
    So it is looking more like the grayed out options were correct.
    I would hope that if you showed your instructor the problem you were having you wouldn't get any disfavor shown for your solution, especially if you were taught to do what you were trying to do... and it might even teach your instructor something. 

  • 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 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.

  • 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.

  • Combine multiple animations/moving a motion tween path location

    I have three similar animations that are stalling on preload as it's referencing the data from dropbox. We thought that it might be faster if it loaded only once, so I am now trying to combine the animations into a single scene. I'm having trouble copying and pasting the animation. I'm not quite sure where the problem originates from. I did, originally, successfully reproduce the animation and apply it to the separate elements when making them on separate stages, but now I see one of the elements (I'll call it GREEN) has a motion tween, and I'm not sure why the others (ORANGE and BLUE) are set to X, Y motion. I specifically recall having created them via motion tween, but at least they are still moving the way I created them to.
    When I copy and paste > All, GREEN (with its motion tween) is placed on the stage at X=45 coordinate, and i need the whole path to be moved over to X=643. When I drag, it only affects the current location, plus there are a couple of "points" on the line that don't have keyframes associated with them, so it has been nerving to try and set them this way. Is there a way to do this?
    Thanks

    No problem!
    So do you notice how your blueballoonCopy has those chevron marks on the timeline? That's an indication of duration in a container such as a symbol or audio element. In your case, it's a total 30 sec. of transitions, and it's a symbol. When you want to loop things differently, they should be in their own timelines, i.e. in their own symbols.
    You should do two things to get this set up:
    Convert blueballoonCopy and GREEN_KIDS_BALLOONCopy3 into a single symbol, since they will both loop endlessly from the loopGrn label to the end. Put the playhead over the loopGrn label, then select it and the trigger at the end and cut them (Edit > Cut), and then double-click on the symbol on Stage to edit it and with the playhead at the same place, paste the label and trigger. You should now have the label at 26 sec., and the trigger at the end of the timeline. Navigate back to the Stage timeline, and these two elements will now loop endlessly in the brower.
    Now convert your orange_balloon element into a symbol - that will put all of its animation inside the symbol. If you want the entire animation loop twice, add a single play action to the end of the chevron (duration indicator). If you want only a part of it to loop, use a single play from action instead, and enter the timecode or label to which you want to loop back.
    And now you'll have those two elements looping continuously, and the orange_balloon symbol looping just once.
    hth,
    Joe

  • Motion tween easing and timeline

    just using flash cs4 for the first time (after flash 8). It seems to be the one program where theres a lot of new features since that version (yay new features!) That I dont know how to use (boo!)
    So far I feel like someone at adobe made the mistake of letting the programmers design the usibility, but then flash has always been a bit unintuitive:
    so -
    I create a motion tween but by default it runs to the end of the animation, which makes it difficult to design a custom ease. So I add a blank keyframe to make it only 20 frames long.  Get my easing sorted, but now I want to set it so that it so that it remains visible on the stage for the rest of the animation.  I cant insert a key frame, and if I remove the blank keyframe, the bloody easing which I've just spent an hour getting my head around, is stretched out to the end of the animation.  And presumably if I insert more frames at any point the easing will also get mucked up.
    so is there a way to either convert a blank keyframe to an old fashined timeline keyframe after a motion tween OR
    fix the easing so that it applies between the original points?
    Oh yeah, and ctrl-y instead of ctrl-shift-z. WTF?

    I took a closer look at the this movie. While it does work just fine for me, there are a couple of areas where it can be optimized. This movie uses just one image. The stage size for this movie is 680 X 510 pixels. The image is 2816 X 2112 pixels at 32 bits. There is no advantage to using an image of this size. There are many disadvantages. You want to reduce the size of this image before it is imported into the movie. This alone will dramatically improve the performance of the animation.
    There is also no need for this movie's frame rate to be more than 30 fps, 15 will probably work just fine with the reduced image size.
    I'm sorry that I missed the size of the image as a problem initially, but then the movie plays fine for me.
    Yes, you can export any sort of video that you like.

  • Motion Tween Keyframe Problem

    In a motion tween, I have an object moving in an arc between
    two keyframes. I did the same thing between two later keyframes.
    However, in the space between the two animations where nothing
    should happen, Flash added it's own animation. The object moves
    backward a bit and then back to where it should be. I can't get it
    to stop doing that. The motion editor shows an arc between the two
    frames but I just want it to stay still. Please help!

    The animation side of things is definetly not the focus of what knowledge I have but here goes...
    A shape tween sounds like what you want.  Create the base shape, and secondary shapes for a gap in each direction you need.  After that you setup the timeline into sections for each of the directions and label them, and finally use goToAndPlay to choose which direction to unveil.
    Should work, but Im not sure if its the best approach.  Hope it helps.

  • Motion Tweening error?

    I'm getting the following error: Motion tweening will not occur on layers with ungrouped shapes or on layers with more than one group or symbol
    I don't have any ungrouped shapes (it's all text), each layer has 5 instances of only one symbol (keyframes), no objects are grouped and text is all static text.
    When watching the animation, the first word (web) looks fine, on the second word (design) the tween fails on the last couple of frames of that clip (the blur filter disappears), the third word (and) is OK, and on the forth word (development) the blur filter is not applied to the last 16 frames of that clip.
    I broke each animation into its own MC thinking that was causing the issue, but that didn't fix anything.
    This is very weird and I can't figure out what is causing the issue.
    The forum kept reporting"The content type of this attachment is not allowed." when trying to attach so I loaded it here (it's only 1mb): http://www.nezumidesign.com/home.fla
    I'm using flash CS3 and AS 2.0
    Thanks in advance,
    Shannon

    I think I figured out what is up with the playback issues.  I was transforming the movie clips to 1800% original size in the tween.  This would cause the instances to be 3 ro 4 times the width of my movie.  Apparently the flash player doesn't like that.  When reduced to say 400% and still bigger than my movie size but not too extreme, the animations play fine.  Any confirmation on this, or anyone had similar issues?
    The error message is still odd.
    Shannon

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