Moving keyframes around in motion tween?

Hi
In Flash CS5, after you've inserted a keyframe in a motion tween, how do you move that keyframe to another frame?
Cheers
Shaun

Make use of MotionEditor. Select Window >> Motion Editor. from main menu.
Details on Motion Editor here: http://help.adobe.com/en_US/flash/cs/using/WS0B461DB7-C633-4c1a-9855-44483601E912.html

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    I have created a motion tween to fade in a symbol on the stage.  I have set a there is a diamond keyframe marker at the point where the alpha of the symbol goes to 100%.  I want to be able to drag that marker to a later point on the motion tween span (not sure if I have my terminology right here) but I find that I cannot -- I have to delete the keyframe and recreate it at the point where I want it.  Isn't there an easier way to do this?

    Just answered my own question...  need to ctrl-click on the frame and release.  I can then click and drag the frame where I want it.

  • 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?
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    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.
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  • 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.
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    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
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    import fl.motion.MotionBase;
    import fl.motion.Motion;
    import flash.filters.*;
    import flash.geom.Point;
    var __motion_Symbol1_9:MotionBase;
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        __motion_Symbol1_9.duration = 24;
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        // or rotation values from being made relative to the target
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        // for every frame in the tween, or fewer if the last value
        // remains the same for the rest of the frames.
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        __motion_Symbol1_9.addPropertyArray("scaleY", [1.000000]);
        __motion_Symbol1_9.addPropertyArray("skewX", [0]);
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        __motion_Symbol1_9.addPropertyArray("opaqueBackground", [null]);
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        // will play - the default value of 0 means it will loop.
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        // 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);
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    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 GRADIENT MESH be moved in a Flash MOTION TWEEN?

    I have been animating with Flash Pro for a while and just started using Illustrator.  It has a really neat tool called gradient mesh.  My question is can I export an object with a gradient mesh into Flash Pro and tween it to say rotate it or move its surface colors?

    Thaks!
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    No problem!
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    Joe

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    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...

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