NOOB: Moving a keyframe within a motion tween span

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.

Similar Messages

  • 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

  • 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!

  • Scale transformation of a symbol within a motion tween

    Hi all,
    I'm making a very simple animated flight plan with 3 airfields and six airplanes as seen from the top. To imitate the effect of take off and landing I want to be able to change the size of the plane when it flies.
    Only trouble is I can do that only with the Free Transform Tool. Even if I select Modify -> Transform -> Scale I have to change the shape of each object manually and they end up having different sizes. I tried editing the size in the properties box but the fields are greyed out. Any idea how I can change that.
    Thanks!

    If you use Transform... Scale and Rotate... you can set a scale value. Does that help to do what you want?

  • 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 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.

  • Motion tween easing and timeline

    just using flash cs4 for the first time (after flash 8). It seems to be the one program where theres a lot of new features since that version (yay new features!) That I dont know how to use (boo!)
    So far I feel like someone at adobe made the mistake of letting the programmers design the usibility, but then flash has always been a bit unintuitive:
    so -
    I create a motion tween but by default it runs to the end of the animation, which makes it difficult to design a custom ease. So I add a blank keyframe to make it only 20 frames long.  Get my easing sorted, but now I want to set it so that it so that it remains visible on the stage for the rest of the animation.  I cant insert a key frame, and if I remove the blank keyframe, the bloody easing which I've just spent an hour getting my head around, is stretched out to the end of the animation.  And presumably if I insert more frames at any point the easing will also get mucked up.
    so is there a way to either convert a blank keyframe to an old fashined timeline keyframe after a motion tween OR
    fix the easing so that it applies between the original points?
    Oh yeah, and ctrl-y instead of ctrl-shift-z. WTF?

    I took a closer look at the this movie. While it does work just fine for me, there are a couple of areas where it can be optimized. This movie uses just one image. The stage size for this movie is 680 X 510 pixels. The image is 2816 X 2112 pixels at 32 bits. There is no advantage to using an image of this size. There are many disadvantages. You want to reduce the size of this image before it is imported into the movie. This alone will dramatically improve the performance of the animation.
    There is also no need for this movie's frame rate to be more than 30 fps, 15 will probably work just fine with the reduced image size.
    I'm sorry that I missed the size of the image as a problem initially, but then the movie plays fine for me.
    Yes, you can export any sort of video that you like.

  • How are we supposed to work with the new motion tweens if there's no motion editor anymore?

    How are we supposed to work with the new motion tweens if there's no motion editor anymore? Without motion editor we can't see what kind of keyframes are set and we can't set any accelerations anywhere. Does Adobe now want us to go back and use the old motion tweens?

    Hi All,
    Flash Pro CC 2014 (v 14.0.0.110) is now available for download via the Creative Cloud App.
    We have included an all new Motion Editor along with several other new features with this release of Flash Pro. The new Motion Editor is completely redesigned, intuitive and easy to use while preserving the core functionalities and backward compatibility with Flash CS6
    To Invoke the Motion Editor, simply Double-Click on your Motion Tween span on Timeline (or Right-Click and select 'Refine Motion') and the Motion Editor opens up in-context in the Timeline itself. Double-Click again to collapse once you have made your adjustments.
    Complete list of New features in Flash Pro CC 2014 is available at these links:
    Overview:         https://www.adobe.com/in/products/flash.html
    Whats new:      https://helpx.adobe.com/flash/using/whats-new.html
    Release Notes: https://helpx.adobe.com/flash/release-note/flash-professional-cc-2014.html
    Videos:           https://helpx.adobe.com/in/flash.html
    Thanks,
    Nipun

  • Combine multiple animations/moving a motion tween path location

    I have three similar animations that are stalling on preload as it's referencing the data from dropbox. We thought that it might be faster if it loaded only once, so I am now trying to combine the animations into a single scene. I'm having trouble copying and pasting the animation. I'm not quite sure where the problem originates from. I did, originally, successfully reproduce the animation and apply it to the separate elements when making them on separate stages, but now I see one of the elements (I'll call it GREEN) has a motion tween, and I'm not sure why the others (ORANGE and BLUE) are set to X, Y motion. I specifically recall having created them via motion tween, but at least they are still moving the way I created them to.
    When I copy and paste > All, GREEN (with its motion tween) is placed on the stage at X=45 coordinate, and i need the whole path to be moved over to X=643. When I drag, it only affects the current location, plus there are a couple of "points" on the line that don't have keyframes associated with them, so it has been nerving to try and set them this way. Is there a way to do this?
    Thanks

    No problem!
    So do you notice how your blueballoonCopy has those chevron marks on the timeline? That's an indication of duration in a container such as a symbol or audio element. In your case, it's a total 30 sec. of transitions, and it's a symbol. When you want to loop things differently, they should be in their own timelines, i.e. in their own symbols.
    You should do two things to get this set up:
    Convert blueballoonCopy and GREEN_KIDS_BALLOONCopy3 into a single symbol, since they will both loop endlessly from the loopGrn label to the end. Put the playhead over the loopGrn label, then select it and the trigger at the end and cut them (Edit > Cut), and then double-click on the symbol on Stage to edit it and with the playhead at the same place, paste the label and trigger. You should now have the label at 26 sec., and the trigger at the end of the timeline. Navigate back to the Stage timeline, and these two elements will now loop endlessly in the brower.
    Now convert your orange_balloon element into a symbol - that will put all of its animation inside the symbol. If you want the entire animation loop twice, add a single play action to the end of the chevron (duration indicator). If you want only a part of it to loop, use a single play from action instead, and enter the timecode or label to which you want to loop back.
    And now you'll have those two elements looping continuously, and the orange_balloon symbol looping just once.
    hth,
    Joe

  • Motion Tween Keyframe Problem

    In a motion tween, I have an object moving in an arc between
    two keyframes. I did the same thing between two later keyframes.
    However, in the space between the two animations where nothing
    should happen, Flash added it's own animation. The object moves
    backward a bit and then back to where it should be. I can't get it
    to stop doing that. The motion editor shows an arc between the two
    frames but I just want it to stay still. Please help!

    The animation side of things is definetly not the focus of what knowledge I have but here goes...
    A shape tween sounds like what you want.  Create the base shape, and secondary shapes for a gap in each direction you need.  After that you setup the timeline into sections for each of the directions and label them, and finally use goToAndPlay to choose which direction to unveil.
    Should work, but Im not sure if its the best approach.  Hope it helps.

  • 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

  • Setting the last keyframe while motion tweening - cs4

    I understand how to use the motion editor to move my objects and how flash will auto-keyframe a little diamond in the timeline.
    But what if i already had all my keyframes already laid out? I've been manually moving the last keyframe (diamond) in the light blue tweened area to match the next keyframe (circle) in my timeline.
    i have ~20 layers and many keyframes so this is getting tedious. Is there a better way to accomplish this?
    Thanks

    Can you post an example of what you are doing? Are you moving the keyframe along the timeline? You can select a keyframe in the timeline and then push or pull it to a different frame. This should change the length of the tween, but it will not change the duration of the timeline. If your timeline was 250 frames long and you move the second keyframe from 250 to 225, then the whole movie will still be 250 frames long, but the tweened part will only be 225 frames.
    If you've been using Flash for a while and are used to the previous versions of tweening, you can still use those methods. That's a classic tween.

  • 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.

  • Motion Tween Keyframe Display

    Hello Everyone,
    I faced a very strange issue while working with motion tween. I have motion tween of 100 frames. The motion tween path on the stage shows me Keyframes at every 5 frames i.e. it shows keyframe of 5,10,15,20 and so on till 100..No isues with that at all.
    But when trying to motion tween the duration to 99 frame or even lesser the entire motion tween path shows me each and every Keyframe on the stage which becomes so cumborsome to handle as then I have to manage all the keyframes on the stage. Whereas, when it is 100(just a frame more) it starts showing a different display.
    How can I have to same display if I were to reduce the motion tween to 99 or less, in that instance it is much easier to ease the frames in my animation..Is there any setting which controls this??
    Please help geeks as your help as always been a boon for me.
    Thanks,
    Kangana
    I am using Flash Professional CS5.0

    Hi Darshan,
    Thanks for your response but this is not what I wanted to explain.
    The duration of the layer for motion tween is at 100 frames in the first setting. On the Stage I can only see Anchor Points(Keyframes) on frames 5,10,15 and so on.. No issues with that. I have taken a screen shot of this and attached as Version-1
    Now with the same file and everything being the same, If I decrease the duration of the Layer by just one frame i.e.99 or lower, then all the anchor points(i.e.keyframes) 1,2,3... become visible on the motion tween path on the Stage. I have also attached the screen shot as Version-2
    I trust there would be a setting which controls this display.
    Thanks for your help...
    Kangana

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