Motion Tween Help

I'm brand new to flash and want to create a character with moving legs. I've created the character with legs, but don't know how to get them moving properly.
Does anyone know a good tutorial?

Hello,
I do believe you need to use the bone tool on your character to make his legs move. Then you can move his legs individually in the timeline and insert keyframes.
Type in YouTube, Bone tool in Flash CS5 and you should get something.
I hope I helped!

Similar Messages

  • Motion tween- arrows not appearing, tween not working! please help?

    I select where I want my motion tween to be, ctrl-click and select 'create motion tween'. It appears blue, and does not come up with an error message but no arrows appear like in the video's and the motion tween has not worked. Any ideas why? Also, I opened up a file that already had a motion tween in it (made by somebody else) to test it. I selected the motion tween and clicked 'remove tween' and straight away clicked 'create motion tween' again- to put exactly the same motion back into it, but the same thing happens- the selected area appears blue but no motion tween. Then, if I select it again, the option is 'remove motion' not 'remove tween' as before. A little complicated and could really use some help! Thanks!

    Thanks very much for the help. Classic tween has worked, the arrows have appeared and the figure moves but the shapes do not move around their anchor points and go all over the place before suddenly appearin in the right position on the very last frame.This is a screenshot of what i see on the second to last frame:
    And this is the last frame:
    I made sure all the anchor points were in the right place beforehand, any ideas why the shapes wont move right?
    Thanks.

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

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

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

  • Help with Motion Tweens and Designing

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

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

  • Motion Tween (CS4)  - please help

    I'm a student trying to finish (what should be) a pretty
    simple assignment. I'm creating a 30 second banner. From frame 1 to
    frame 90 (3 seconds), I have an image (movie clip) sliding in and
    "bouncing" into place with a motion tween (used the motion editor
    to get the "bounce in" ease effect on the tween). So, currently,
    after frame 90 there are no more frames on that layer; my image
    disappears.
    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
    if I go out to frame x, select it, and hit F5, F6, or F7, it makes
    the symbol stay in place over those frames like I want, BUT it
    screws up my motion tween. I lose the "bounce in" ease, for some
    reason. How can I get my motion tween to work like I want from
    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
    to frame x and select it, then do insert>timeline>frames. But
    that still screwed up my tween. The object slides into place, but
    the "bounce in" ease is no longer visible.
    I found this workaround - which doesn't seem very efficient,
    but it worked. My motion tween ends at frame 90:
    1) select frame 91, hit F7 to insert a blank keyframe.
    2) go to and select frame 90, select the object on the stage,
    copy it.
    3) go to and select frame 91, paste in place.
    4) Now go out to frame X, select it, and hit F5. Object now
    sits in place from frame 91 to frame X, and "bounce in" ease of the
    motion tween from frame 1 to frame 90 isn't affected.

  • Motion tween destroying background. New to flash. Please help!

    Im brand new to flash and trying to do a motion tween on a graphic symbol but for some reason when I do this it changes my background and covers up my other background drawings. Does anyone know what I am doing wrong or how to avoid affecting the background while doing a tween?

    Yes, thank you for replying. I made a country scene with hills, a sky, and some other things. I drew a cloud in the sky. I turned the cloud into a graphic object, then tried to motion tween the cloud. When I do so, it works it just changes the whole background to green, the stage background color.

  • Please help - motion tween + single frame

    ok , so i know how to do motion tween... and i know how to do single frame swap outs (like for a mouth) but i can't do both
    here is how i have it set up,
    full body
    (double click that)
    head
    (double click that)
    face
    i have the head as single frame so i can use several mouths, but would also like the head to motion tween. is this possible?
    -Jarrod
    [email protected]
    www.jgecek.blogspot.com

    Awesome, thanks so much , i got it to work. I'm new at flash, so it's still confusing WHY that worked, but it's working none the less.
    Now to make it LOOK good!
    -Jarrod

  • 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...

  • 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 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.

  • Basic Motion Tween not working?

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

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

  • Motion Tween 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. 

  • Motion Tween.

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

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

  • Motion tween with transitions

    Im trying to create and effect where a picture will move
    across the stage and I have done this. I have also been able to
    create transitions with little problems. The effect that i am
    looking for is to combine both motion tween and fade in fade out
    effects. If i start with a full motion tween then add the effect
    the effect become repetitive which i only want fade in while the
    motion is going the stop at the end of fade in stay static while
    the motion is going and then fade out.
    I do not know what I am doing wrong here but i have been
    working at this problem for about 3 to 4 hours, is there anyone
    that can help me?
    Thanks in advance

    create a black shape in your bottom-most layer.  above that layer create a while shape that covers you black shape.  above that layer create your oval and tween it.  finally right click the oval containing layer and click mask.  test.

  • Motion Tween querry?

    Hi,
    I have 10 objects in 10 layers to make a single logo. I have created them using flash drawing objects. Now I would like each object to come one by one on stage using motion tween. How can I go further?
    Do I need to make each object a movie clip before set it motion tween? Or do I need to make a single movie with all 10 objects as combined? Please note that I need each object to come on stage one by one (not a whole logo on once). Please provide help or any example tutorial link.
    Thanks.

    Create each object as a movieclip.  If you plan to use the the timeline to tween them onto the stage, then you should be all set to configure that as long as you are faqmiliar with timeline tweening.  If you plan to use actionscript code, then you'll need to learn about using the Tween class and listeners or timers to be able to have things tween seuqnecially.

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