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.

Similar Messages

  • 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/

  • 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?

  • 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...

  • 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,
    The properties shouldn't be changing when you insert a motion tween. Could you either attach a file with the object *before* you create the tween, or let me know all the properties of the object before you insert the tween so I can try and reproduce internaly?  (X, Y, rotation, scale X/Y, skew X/Y).
    Thanks!
    Jen.

  • 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)
    you can imagine that this "error" gets worse when inherited from nested symbol to nested symbol, it "exponentially" grows with each nesting, and it will soon reach a point were it gets visible.

  • 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.

  • 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.
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    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.

  • 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

  • Motion Tween Issue

    So I'm making a drop down menu (first time) and the motion tweens are... well they're being weird.  There is not arrow on the frames where the motion tween is.  And the drop down menu is not apprearing... however, there is definitely a motion tween on those frames, but no motion is occuring...  What am I doing wrong?
    I'd be happy to upload the file for examination.

    The button is what I'm trying to get to work.  I'm trying to make a drop down menu on the "artists" button.
    I've attached the file in ".txt" format, so just changed it back to ".fla" to make it work.  If maybe you could give it a look see and help me out a little?  I'd really appreciate it.
    The tweens are under the "menu" movieclip.  You can just access it from the library.
    Thanks.

  • 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.

  • Motion tween question in cs5

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

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

  • Some very weird issue with Motion tween

    Hello, guys! I confronted some kind of weird problem. I uploaded it in fla, https://www.dropbox.com/s/u9bkjiokk51m1o3/landscape_START.fla. Soo, about the problem, flowers in layers 8,9,10 act wrong, when im trying to apply motion tween, they move from their current position right to the hell another one, and i can't understand why. Can somebody explain me what the matter? Because the  rest of objects in another layers make it right, when i use motion tween. Oh, and btw, when you make zoom like 50% and less, u can see the workplace consist of gray square in dark gray square, again, wtf? When i make sizes in properties panel larger, it just goes crazy.

    Emm, i meant that you should make motion tween by yourself to see that problem with flowers on layers 8,9,10. You just selecting any frame you want, then applying motion tween on flower on layer 8,9 or 10 and then puff, its like screwed up. Well, i tried to copy and replace this flower movie clips, but its always the same. For example, the rest of objects, when you apply motion tween on em, dont changing their location...

  • Slow Motion Tween

    Hey Buddies, is there any ways to create a slow motion tween within a limited keyframe?

    the speed of a object's timeline based tween is a function of the swf's framerate, the amount of change in object's position and the number of tween frames.

  • Add motion tween to my buttuns in flash??

    hi, i'm new in flash ,i make a simple buttun by these steps
    1- i prepare color photo and same in black and white
    2- i import my photo to stage - convert to buttun
    3- in over , down  i put the black and white photo - also write text
    4- when i run the movie it seems ok when mouse over it change color and text appear
    what i'm trying to to is when mouse over i want the photo to become bigger i try motion tween on over but i cant move the markers!!
    please help?? can i do it without action script btw i use flash portable8
    big thanks in advance

    i try your idea i make movie clip in over then i
    make tween it work thanks alot but is the way i do it right

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