Motion Tween Movie

I have a motion tween that goes from object A to object B, then C, D and finally E. How do I make the whole shooting match one big (small) movie? I've tried highlighting all the frames then pressing F8 but that doesn't seem to work (just makes the first frame a movie). Please advise.
beno

Create the new mc.
Highlight the frames you want from the main timeline.
Right click over that highlighted section and select "Copy Fames".
Open the new mc.
Right click over the timeline in the new mc and select "Paste Frames"

Similar Messages

  • How can i let a move clip complete his motion tween movement after dragging and dropping it

    hi how can i let a move clip complete his motion tween movement after dragging and dropping it
    i am using this code and there is a motion tween applies to the movie clip r_mc
    r_mc.addEventListener(MouseEvent.MOUSE_DOWN,fun); r_mc.addEventListener(MouseEvent.MOUSE_UP,fun2); function fun(event:MouseEvent):void { stop(); r_mc.startDrag();
    function fun2(event:MouseEvent):void {
    play(); r_mc.stopDrag();

    i have a simple .fla file wich contains MC that has
    a motion tween(its moving from the left to the right of the stage)
    this motion tween covers the whole time line (  there is only 50 frames in the time line)
    i mean in the frame 1 the MC appears in the left of the stage
    and in the frame 50 the MC appears in the right of the stage and there is a motion tween between them
    every thing till now working well
    i want to make that MC dragabble
    so when i drag the MC i will use stop()
    and when i drop it i will use play()
    but the problem is that the mc doesnt move and complete
    his motion tween movement when i drop it
    for example the MC will be in the middle of the stage in frame 25
    in this frame (25) i am draging the MC ,stoping the timeline,dropping the MC and resum playing the timeline again
    but the MC freezes in the middle of the stage and doesnt go to the right of the stageo until the flash loops and start from the frame 1 again
    here is the example wich i am worikng on
    http://www.mediafire.com/?ia47r4owha7sz8v
    thank u very much and sorry for my bad English

  • Purpose of motion tweens + movie clip symbols

    Hello. I've been going over several tutorials and whatnot and I'm confused on the point of movie clip symbols and motion tweens. To me using the other tweens and symbols are "easier". Can someone explain to me why they're so beneficial to have been added to CS4/CS5? Except I understand that movie clip symbols can be adjusted using the 3D tools but is that the only difference?
    Thanks so much

    it's easier to fine-tune different movieclip property tweens using the motion editor than it is to control those tweens using the classic tween.  that said, for most tweens, the classic tween works well and it's easier to implement.

  • 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 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!

  • Move motion tween and custom ease property keyframe at the same time???

    Hello,
    I'm making adjusments to my animation, by "ctl" clicking the motion tween diamond keyframe in the timeline, and moving it.  It works great, except I have a custom ease property set up that has keyframes that correspond to the animation.  When I move a keyframe, they all update and move except for the custom ease keyframes in the motion editor.  Is there a way to do this??  Set it up so that the custom ease keyframes are locked with the other keyframes??
    Any help would be greatly appreciated..
    Thanks,

    Hello,
    Thank you for contacting National Instruments.
    You should be able to control your RS-232 port and DAQ card independently. If you are doing a continuous buffered analog acquisition, then your board should be acquiring analog data continuously regardless of what commands are being sent out on the RS-232 port.
    I imagine that this is a software timing issue. I would recommend that in your code that you configure and start your analog acquisition before you even start the stage's movement. After you have determined that you are acquiring data, you should send commands to stage to begin its movement. After all of the stages movements are complete, you will want to stop and clear your analog input measurement. This will ensure that you will acquire all
    of the data for all of the movements of the stage.
    Regards,
    Bill B.
    Applications Engineer
    National Instruments

  • 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.

  • 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)
    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.

  • 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.

  • 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:
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