Scaling and rotating with motion tween

This is a ridiculously easy problem but I'm drawing a mental blank at how to do it so in advance I apologize for the simplicity. I'm trying to get a movie clip to rotate and scale automatically without being clicked. I would like it to gradually rotate by 90 degrees and scale by 150%, but I can't figure out how to get a motion tween to do it and am having to do it manually frame by frame. What is the code to do this?
Thank you!

If you are using CS4 or newer, make sure you are using the classic tween for what you described you tried. The only wondering I have is you mentioning a clip twice... if you are inside the movieclip you cannot rotate and scale it from there.  So is there a clip inside the clip, and is it the inner clip that you are trying to tween?  The object you scale and rotate must be a library symbol.

Similar Messages

  • 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?=)

  • Problem with motion tweening in Flash CS4

    Hi !
    I tried to refresh my little flash knowledge -- but I stumbled upon a problem with the new Flash CS4!
    When I try to make different blur or alpha effect on one keyframe I got after making the motion tween -- Flash adjust the other keyframe as well (got the same reaction on both keyframes as if it was the same instance of movie clip -- and not as in old flash; the keyframes created separated or independent instances)
    The only thing working for me is when I move the movie clip out of the stage on the first keyframe -- and it correctly move its position.
    What's wrong?
    Kind Regards
    Maria Olsen

    Hello Maria,
    You sort of answered your own question:)
    "got the same reaction on both keyframes as if it was the same instance of movie clip"
    That is exactly right and is the proper way of looking at new motion tweens. It is one instance of the movieclip for the duration of the tween. It takes awhile to get used to this.
    New motion tweens allow you to set up a a very simple tween initially without keyframing ending values / position. Once you start making changes after the tween is set, you are going to have to get familiar with adding "property keyframes". Property keyframes are displayed with those little diamond icons in the timeline. Poperty keyframes allow you to "lock in" certain specific properties at key points in your animation without affecting other properties. With the old classic keyframes, a keyframe placed mid-tween would create a whole new instance of a symbol with all properties (rotation, scale, alpha etc) set in stone for that point in time. The benefit was that you could easily have all properties tween TO and FROM that keyframe if that's what you wanted. Now you can make adjustments to a symbol mid-tween and only specifically adjust a single property. So you can adjust the alpha of an object mid-tween without interrupting say a rotation that you wanted to happen all the way through.
    If you simply want an object to move left to right and then you decide it should fade in
    CLASSIC TWEEN
    -place symbol on frame 1
    -keyframe frame 10
    -in frame 10 move the symbol to the right
    -add classice tween
    Ok, that works, now add alpha fade in
    -go back to frame 1 and set alpha to 0
    -classice tween automatically adjusts alpha from 0 in frame 1 to 100 in frame 10.
    -done
    MOTION TWEEN
    -place symbol on stage
    -create motion tween
    -playhead jumps to last frame
    -move symbol to the right (no need to f6 / keyframe)
         Flash automatically adds something called a "position" keyframe (notice the little black diamond)
    Ok, that works, now add alpha fade in
    -go to frame 1 and set alpha to 0
    -test movie
    -oops - wrong. As you noted the alpha will stay at 0 throughout the whole tween.
    -you need to additionally go to the last frame and set the alpha back to 100
         -this will automtically create a "color" property keyframe on the last frame
    When just doing this now I noticed something odd as well
    As soon as I do the position change and move the symbol to the right, if I try to add the "color keyframe" on the last frame of the tween, I am not allowed to do so. "color" and "filter" are greyed out. I would prefer to lock the alpha at 100 in the last frame while the playhead is in position before setting it down to 0 in frame 1. Oh well.
    Seems you are forced to
    -go back to the beginning of the tween
    -adjust the alpha
    -then go to the end and manually bring the alpha back up.
    hmm maybe i'm missing something too:)
    the best way to do this would be to have the foresight ahead of time to do the alpha
    -place the symbol
    -alpha 0
    -add motion tween
    -in last frame move the symbol  set alpha to 100 (alpha and position keyframes are automatically set)
    So if you do it right the first time, its easy. If not, well.
    Keep in mind an object will maintain the properties it has set in frame 1 unless a subsequent property keyframe enforces some adjustment.
    If you have have an object that is moving from point a to b to c to d:
    If you alter the alpha at point b, the alpha will tween from point a to b, but will maintain the new alpha to c, to d.
    If you scale the clip by 200% at point, its scale will tween from point a all the way to point d, NOT just from c to d
    To scale from point c to d only, set a "scale" property keyframe at point c (this will lock the objects scale at 100) THEN scale to 200% at point d
    It takes a good deal of practice. I found the hard way that you just can't "wing" it. It isn't very intuitive coming from a classic tween approach.
    These articles really helped me:
    http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html
    http://www.adobe.com/devnet/flash/learning_guide/animation/
    Take note of the tips on "cntr-clicking" frames and "shift-dragging". You have to really get used to a few keyboard modifiers when editing the timeline.
    Stick around the forums. A lot of good info comes through daily.
    Carl

  • Trouble with Motion Tween (Can't find answer)

        Hello,
    I've been having trouble using a motion tween in an animation I'm creating. I have an object (a cartoon character's talking head) that I'm trying to move along a motion tween. At one point I want to make him stop moving for a beat, then continue. However, when I have two keyframes in the same place, the object will move up and down between the two keyframes that have the same position and rotation. When I click on the tween's path, I don't see anything that would make the object move (at least I don't think so, it's a small movement),
    I looked around and couldn't find any fixes on the interwebs. However, it does seem similar to the "boomerang effect" of motion paths in AE. Especially since it appears to only happen when I make the motion paths into a curve.
    I'm using Flash CS4.
    Any help would be greatly appreciated!!

    i'm not arguing with you.  i'm just telling you how to prevent tweening between two frames.
    if you want to do it your way, do it your way.  but, while it may seem obvious to you that there should be no tweening between two keyfames with identical content, it's not obvious to flash especially when you add a motion tween between those two identical keyframes.
    that said, you should double check the two keyframes and make sure the object's properties are indentical (using the properties panel).

  • 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?
    Please guys i really need this
    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.

  • Some very weird issue with Motion tween

    Hello, guys! I confronted some kind of weird problem. I uploaded it in fla, https://www.dropbox.com/s/u9bkjiokk51m1o3/landscape_START.fla. Soo, about the problem, flowers in layers 8,9,10 act wrong, when im trying to apply motion tween, they move from their current position right to the hell another one, and i can't understand why. Can somebody explain me what the matter? Because the  rest of objects in another layers make it right, when i use motion tween. Oh, and btw, when you make zoom like 50% and less, u can see the workplace consist of gray square in dark gray square, again, wtf? When i make sizes in properties panel larger, it just goes crazy.

    Emm, i meant that you should make motion tween by yourself to see that problem with flowers on layers 8,9,10. You just selecting any frame you want, then applying motion tween on flower on layer 8,9 or 10 and then puff, its like screwed up. Well, i tried to copy and replace this flower movie clips, but its always the same. For example, the rest of objects, when you apply motion tween on em, dont changing their location...

  • Drag and rotate with multi touch

    i want to drag and rotate an imageview by using two fingers which will make the image look like a real object. I am able to move and rotate it,but at different time. I want to do it simultaneously. i think this can be done by calculating the angle between touches and then deciding the gesture and move and rotate accordingly. But can make out how to do it?
    Thanks for the reply.

    open flash, create a new actionscript file and paste the code
    that's below the dotted line into the as file and save as
    regPoint.as in the same directory as your project files.
    in your project fla attach the following to a frame

  • 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.

  • JS CS3 flag duplicate images with scale and rotation differnce

    I've been trying to cut down on the number of images a script I have would produce.  The old script would look for links that are being used multiple times and then just version the link which is fine.  What I am finding this that although a document may have one image linked 9 time 6 times out of the nine the image is scaled and rotated the same amount and the other 3 times the rotation and scaling also match. In this example the image only needs 2 versions the first as the original and the second with the scale and rotation of the image used 3 time let say.
    So to the code:
    The following code will work through the doc and create an array of the links as duplicates:
    function LinkUsage(myLink) {
        var myLinkCounter = 0;
            for (var myCounter =  0; myCounter < myDoc.links.length; myCounter++) {
            if (myLink.filePath == myDoc.links[myCounter].filePath) {
                myLinkCounter++;
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    var myDoc = app.activeDocument;var myNumLinks = [];
    for ( var t = myDoc.links.length-1; t >= 0; t-- ){
        if(LinkUsage(myDoc.links[t])>1){
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    Is there a way to loop through the array and only flag the differnent scale and roatations.  What I should get is that out of the multiple link uasage the image is only changed twice out of the 9 times used.
    I was trying to loop through the array and then loop through it within the loop to compare the link but this does not work for obvious reasons.
    for (var i=0  ; i <myNumLinks.length; i++){
        var valLink = myDoc.links.itemByID( myNumLinks[i]);
            if(valLink.parent.constructor.name == "Image"){
                for (var j=0  ; j<myNumLinks.length; j++){
                    if(myDoc.links.itemByID( myNumLinks[j]).parent.constructor.name == "Image"){
                        if(valLink.parent.parent.images[0].rotationAngle != myDoc.links.itemByID( myNumLinks[j]).parent.parent.images[0].rotationAngle){
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    Is what I am trying to do possible and if so any suggestions would be appreciated.
    Cheers, John.

    I think I might be one step closer to getting this to work.  I've been able to just capture the file path of the duplicates using:
    //count the number of times the link is used
    function LinkUsage(myLink) {
        var myLinkCounter = 0;
            for (var myCounter =  0; myCounter < myDoc.links.length; myCounter++) {
            if (myLink.filePath == myDoc.links[myCounter].filePath) {
                myLinkCounter++;
        return myLinkCounter
    //check if the filepath has been added to the array
    function chkVal(val){
        var compCount = 0;
        for(var arr =  0; arr < myNumLinks.length; arr++){
            if(val == myNumLinks[arr] ){
            compCount++;
        if(compCount >=1){
            return false;
            }else{
                return true;
    //check the links inthe doc
    var myDoc = app.activeDocument;
    var myNumLinks = [];
    for ( var t = myDoc.links.length-1; t >= 0; t-- ){
        if(LinkUsage(myDoc.links[t])>1){
            if(myNumLinks == 0){
                myNumLinks.push(myDoc.links[t].filePath);
                }else{
                    if(chkVal(myDoc.links[t].filePath)){
                        myNumLinks.push(myDoc.links[t].filePath);
    for (var i=0  ; i <myNumLinks.length; i++){
        $.write(myNumLinks[i]+"\n");

  • Classic and motion tween

    Just wondering, if i create a tutorial on motion tweening, is it wrong to use a classic tween.  Or are these two things essentially the same thing?  Or should I call my tutorial classic tweening instead of motion tweening?
    cheers

    it depends on which method you use as both are different.
    unfortunately the geniuses at adobe decided to take something that was called a "motion tween" for over 10 years and then rename it "classic tween" and create something totally new and name it "motion tween". I can't fathom the thought process over there sometimes.
    now every book and tutorial out there that mentions "motion tweens" totally screws up anybody starting to learn with a different version.
    they should have just called it an object tween and saved the world the trouble.

  • 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
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    play(); r_mc.stopDrag();

    i have a simple .fla file wich contains MC that has
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    every thing till now working well
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    and when i drop it i will use play()
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    http://www.mediafire.com/?ia47r4owha7sz8v
    thank u very much and sorry for my bad English

  • 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;
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        // or rotation values from being made relative to the target
        // object's original transform.
        // __motion_Symbol1_9.overrideTargetTransform();
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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.
        __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
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        // 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.

  • 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.
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  • How many motions tweens can you have on a timeline?

    I'm a college student in Seattle.  We just had our mid-terms in Flash CS5.  One of the really simple questions was "How many motion tweens can you have on a timeline."  Yup.  The answer is one...... or is it?  I had a long discussion with my tutor (who is the greatest tutor in the world) and he wanted to think about it. I said to him that I thought that one motion tween was wrong because you can click on an object in the timeline, make it a motion tween, and double click it and make several motion tweens.  So, essentially, you can have more than one motion tween on a timeline.  Is anyone able to advise me because this is all about grades!

    You can have quite a few motion tweens on a timeline.  You can even have them happening simultaneously (I don't know of a specific limit), as long as they are all on their own layers.  Though the more you add simultaneously the more they can weigh down the speed of things running.
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