Simple tutor for motion tween in AS3

i am searching one simple tutor for motion tween in AS3. Does any body know website ?

Assuming you are creating your tweens using actionscript I would highly recommend using the external animation engine TweenLite, developed by greensock. You can download it and read a tutorial on it here: http://blog.greensock.com/get-started-tweening/
If you are just creating tweens using the timeline then try this one: http://tv.adobe.com/watch/learn-flash-professional-cs4/getting-started-13-creating-motion- tweens/ I've not watched this one in a while but I seem to remember that the tutorials in this series were quite helpful to me.
Hope they help you out!

Similar Messages

  • Save motion tween as as3 in flash cc2014

    in previous flash i had the ability to save motion tween as as3 and use it an scripting.
    i can not find it in flash cc 2014
    how can i use motion preset as part of as3 scripting?

    i don't know why it was removed, but in general the adobe engineers had to decide which features from the 32bit flash pro (cs) should be added to the 64bit flash pro (cc).  and there were time-constraints so the more features carried-over, the long it would take to release cc.
    i don't know if it's better to use xml because i've never seen the need to use either feature, ever.  in fact, i don't use the flash timeline tweening and i don't use the flash tween class.  like many flash professionals, i use a 3rd party library from greensock, tweenlite (usually and lately tweenmax).
    and finally yes, cc subscribers can use flash pro cs6:  open your cc desktop app>click apps>filters&versions>previous versions>flash pro install>cs6.

  • 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.

  • 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

  • Motion Tweening - How to keep part of it in place?

    Is there any way of keeping say, the bottom of a line fixed, and motion tweening only the top? (Think grass or hair, for instance, bending in a wind)
    Unfortunately this item cannot be shape-tweened. But is there something, not unlike shape hints, for motion tweening?
    Thank you,
    -Paula

    you'll need to use shape tweening.

  • Motion tweens in animations for handsets

    I have an animation that's headed for mobile handsets and
    Flash Lite. In it are motion tweens. I've been advised that a tween
    will slow down the playback on a handset. Is the solution to
    convert each of the tweens to individual frames?
    Thanks

    We see this issue weekly if not daily - make sure the text
    fields are set to Static (default is
    Dynamic and dynamic text needs the font outlines embedded to
    render in the player). If you must have
    Dynamic fonts then embed the font outlines.
    Chris Georgenes
    Adobe Community Expert
    www.mudbubble.com
    www.keyframer.com
    www.howtocheatinflash.com
    DocJollyWood wrote:
    > Let me start by saying I have just returned to Flash
    after an extended (6 year)
    > hiatus from the program. The last time I used Flash was
    Flash 5.0. I've
    > probably forgotten most everything I did know (which
    admittedly wasn't all that
    > much), but the program is so different now, jumping from
    5 to 9 would probably
    > be stressful even if I were better with the tool. Now,
    anyway with that
    > disclaimer out of the way I have (what should be a
    simple chore) driving me
    > bonkers.
    >
    > I created several lines of text and converted the text
    to symbols. I then
    > created "funky" motion tweens for the text featuring
    alpha and tint changes,
    > 360 rotations and flips, etc. etc. When I am in Flash
    and do a Control > Play,
    > the movie displays EXACTLY as I had envisioned with all
    bells and whistles.
    > The problem is after I export the movie to SWF and play
    it in Flash Player it's
    > not the same movie that just played back moments before.
    The exported file
    > only contains the motion tweens that involve
    no-resizing, spinning, or alpha
    > changes. The symbols with those features merely only
    display the last frame of
    > the animation. Furthermore the fonts and stylings I used
    are missing.
    >
    > Please help.
    >

  • How do I create 2 motion tweens for one line of text?  the text needs to "fly-in-right", I can do that,

    how do I create 2 motion tweens for one line of text?  the text needs to "fly-in-right", I can do that, then it needs to "fly-out-bottom" again, I can do that, but not on the same line of text...any ideas...

    my question
    1- there is any way to assign the Fetch process to specific region so the process take all item in these region only.
    2- how can create manual process to fetch row into specific items in page ( i tray these code
    SELECT col1, col2, col3 ....
    INTO :P1_ITEM1, :P1_ITEM, :P1_ITEM...
    FROM table
    WHERE id = :P_id ) but no data retrieve .
    I do not think that it is possible to have more than one Automated Row Fetch process in a given page. See the thread:
    ORA-01403: no data found : Unable to fetch row multiple automated row fetch
    On your second question, the manual process should work provided:
    P_ID has a value when the process executes. You can do it this way:
    i. Make this process as a on-load After/Before header process
    ii. Make sure that P_ID page item has value when the process executes (set it from another page or before the pl/sql process executes)

  • CS6: Do Eases have to be re-added for each Motion Tween? Project-wide not possible?

    Hi All
    Unless I'm missing something, this is a very odd feature.
    I created a custom ease to use on multiple motion tweened objects, but when selecting the second motion tween, the custom ease I created for the first was nowhere to be seen. Do I really have to recreate Custom eases, or re-add preset ones for every single motion tween? If so, this is going to get both very tedious and also error-prone as the number of objects increases.
    Any help appreciated!
    Thanks
    Richard

    you should create a custom preset (window>motion preset).  that custom preset can then be applied to multiple objects multiple times with minimal effort.

  • 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...

  • 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.
    If you need to prove this to someone, the easiest way is to create it and demonstrate it.  But you may want to check the exact wording of the question... it would not be beyond an examiner to throw a trick question in.

  • 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 motion tween in mask CS4

    I'm building a drop down menu in flash CS4. I have followed the directions meticulously...3 times... and still I can't get a mask to accept a motion tween.
    Thanks for you help
    Sb!
    Little Rock

    Could you share the steps you are using, and what's the result you're experiencing (what part isn't working)?  You can tween a mask in CS4 with old and new tweens, so I'll need to know what you're trying to do that isn't working.
    For example, this would work in CS4:
    1. In a new AS3 document, draw a large square on one layer.  Press F5 on frame 20 to insert some static frames.
    2. Insert a new layer and draw a smaller square that's a different color and situated over the large square.
    3. Right-click the small square and choose Create Motion Tween.
    4. Scrub to frame 20 and move the square.
    5. Right-click layer 2 and choose Mask.

  • Trouble stopping a motion tween

    Hello,
    I'm new here and to Flash CS5.  I'm having a lot of trouble stopping motion tweens.  (No troubles with a Classic Tweens).  When I have a layer with the animation, and then use the code snippets to insert a stop(); ...it won't stop. If I create a layer below the motion tween, put a keyframe in and place a stop there, it stops just fine.  However, I've been told this isn't correct, that all actions should happen on the Actions layer.  I'm sure I'm over looking something fairly simple, any help would be appreciated.  I've added a couple of screen shots to try and clairfy the situation, if you need anything else let me know
    This dosen't work
    This does work
    Thanks
    Billy

    as far as flash is concerned, you can put that stop() in any layer.  layers don't even exist in your swf.  they exist in the ide strictly for user convenience.
    that said, it is a good practice to centralize code as much as you can.  so, if you're coding on a timeline, putting the code in its own layer is better than spreading it across several layers.  but, your code will work without problem when spread across several layers or when placed in your background layer.
    anyway, if code in your Actions layer fails and code in your background layer works, the code is not the same in each layer.

  • 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"
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    -add classice tween
    Ok, that works, now add alpha fade in
    -go back to frame 1 and set alpha to 0
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    -create motion tween
    -playhead jumps to last frame
    -move symbol to the right (no need to f6 / keyframe)
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    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.
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