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.

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    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.
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