Tween issues

I'm having intermittent issues with a roll_over / roll_off tween.  I have had this problem before and being self taught, I'm wondering if I'm not doing something a little less than perfect.
The issue is, if I roll_off too fast, sometimes things get stuck.  Also, I seem to notice it more on Safari than I do on IE or Mozilla, which is another mystery to me as I was under the impression that Flash is not affected by browser.
If anyone could shed some light on this, it would be appreciated.
Here's the link: hxxp://gtwebconcepts.com/Junk/mosquito/Gateway
Here's the package:
package{
    import fl.transitions.easing.*;         // Stong.easeOut as opposed to linear
    import fl.transitions.Tween;
    import fl.transitions.TweenEvent;
    import flash.display.*;
    import flash.events.*;
    import flash.text.TextField;
    public class MosquitoAviation_AS extends MovieClip{
        public function MosquitoAviation_AS(){
            // image holder outline left
            var imageBorder:Shape = new Shape();
            imageBorder.graphics.lineStyle(3, 0xbdc3bc);
            imageBorder.graphics.drawRect(0,0,166,-133);
            addChild(imageBorder);
            imageBorder.visible = false;
            // image holder outline right           
            var imageBorderB:Shape = new Shape();
            imageBorderB.graphics.lineStyle(3, 0xbdc3bc);
            imageBorderB.graphics.drawRect(-4,-1,-150,-138);
            addChild(imageBorderB);
            imageBorderB.visible = false;
            // add to thumbnails to the stage
            var thumb1:thumb1_btn = new thumb1_btn();
            thumb1.x = 115;
            thumb1.y = 580;
            addChild(thumb1);
            var thumb2:thumb2_btn = new thumb2_btn();
            thumb2.x = 304;
            thumb2.y = 580;
            addChild(thumb2);
            var thumb3:thumb3_btn = new thumb3_btn();
            thumb3.x = 674;
            thumb3.y = 580;
            addChild(thumb3);
            var thumb4:thumb4_btn = new thumb4_btn();
            thumb4.x = 863;
            thumb4.y = 580;
            addChild(thumb4);
            // add event listeners
            thumb1.addEventListener(MouseEvent.ROLL_OVER, rollOn);
            thumb1.addEventListener(MouseEvent.ROLL_OUT, rollOff);
            thumb1.addEventListener(MouseEvent.CLICK, navPage1);
            thumb2.addEventListener(MouseEvent.ROLL_OVER, rollOn);
            thumb2.addEventListener(MouseEvent.ROLL_OUT, rollOff);
            thumb2.addEventListener(MouseEvent.CLICK, navPage2);
            thumb3.addEventListener(MouseEvent.ROLL_OVER, rollOnB);
            thumb3.addEventListener(MouseEvent.ROLL_OUT, rollOff);
            thumb3.addEventListener(MouseEvent.CLICK, navPage3);
            thumb4.addEventListener(MouseEvent.ROLL_OVER, rollOnB);
            thumb4.addEventListener(MouseEvent.ROLL_OUT, rollOff);
            thumb4.addEventListener(MouseEvent.CLICK, navPage4);
            // functions
            function rollOn(event:MouseEvent):void{
                var imgW:Tween = new Tween(event.target, "width", Strong.easeOut, 181, 196, 1, true);
                var imgH:Tween = new Tween(event.target, "height", Strong.easeOut, 118, 133, 1, true);
                var borderTween:Tween = new Tween(imageBorder, "alpha", Strong.easeOut, 0, 1, 1,true);
                var borderW:Tween = new Tween(imageBorder, "width", Strong.easeOut, 181, 194, 1, true);
                var borderH:Tween = new Tween(imageBorder, "height", Strong.easeOut, 118, 138, 1, true);
                imageBorder.visible = true;
                imageBorder.x = event.target.x;
                imageBorder.y = event.target.y;
                setChildIndex(event.target as MovieClip, numChildren-1);
                setChildIndex(imageBorder, numChildren-1);
            function rollOnB(event:MouseEvent):void{
                var imgW:Tween = new Tween(event.target, "width", Strong.easeOut, 181, 196, 1, true);
                var imgH:Tween = new Tween(event.target, "height", Strong.easeOut, 118, 133, 1, true);
                var borderTween:Tween = new Tween(imageBorderB, "alpha", Strong.easeOut, 0, 1, 1,true);
                var borderW:Tween = new Tween(imageBorderB, "width", Strong.easeOut, 181, 194, 1, true);
                var borderH:Tween = new Tween(imageBorderB, "height", Strong.easeOut, 118, 136, 1, true);
                imageBorderB.visible = true;
                imageBorderB.x = event.target.x;
                imageBorderB.y = event.target.y;
                setChildIndex(event.target as MovieClip, numChildren-1);
                setChildIndex(imageBorderB, numChildren-1);
            function rollOff(event:MouseEvent):void{
                var imgWBack:Tween = new Tween(event.target, "width", Strong.easeOut, 196, 181, 1, true);
                var imgHBack:Tween = new Tween(event.target, "height", Strong.easeOut, 133, 118, 1, true);
                imageBorder.visible = false;
                imageBorderB.visible = false;
                navText.text ="";
            function navPage1(event:MouseEvent):void{
                navText.text = "Navigate to pg 1";
            function navPage2(event:MouseEvent):void{
                navText.text = "Navigate to pg 2";
            function navPage3(event:MouseEvent):void{
                navText.text = "Navigate to pg 3";
            function navPage4(event:MouseEvent):void{
                navText.text = "Navigate to pg 4";

aniebel,
> David, could you explain further what you mean by
> adding properties at runtime?
The MovieClip class is dynamic, which means you may add
properties to
movie clips at runtime. For example, open a new FLA and
create a quick
movie clip. Give that clip an instance name -- say, mcTest --
and enter the
following into your Actions panel.
mcTest.testProperty = "test value";
Test that SWF and you'll see no errors. Debug it, and you'll
see the
mcTest instance with a new property, testProperty, attached
to it.
Now add another line beneath that first one.
import mx.transitions.Tween;
var tw:Tween = new Tween();
tw.testProperty = "test value";
Test again and you'll see an error:
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 4: There
is no property
with the name 'testProperty'.
tw.testProperty = "test value";
Total ActionScript Errors: 1 Reported Errors: 1
Which means the compiler doesn't like it that you're trying
to add a
property to that Tween instance. The Tween class isn't
dynamic.
> I have successfully created functions such as the
> following which have properties added.
>
> //in frame 1
> function fSlide(mcName:MovieClip, begin:Number,
> end:Number, sec:Number):Void {
> new Tween(mcName, "_x", Strong.easeOut, begin, end, sec,
true);
> }
> //in frame 5
> fSlide(about_btn, 300, 200, 1);
I think you might be talking about the parameters (or
arguments) passed
into the fSlide() function, right? That's perfectly allowed,
because your
fSlide() function passes those arguments right into the Tween
constructor,
which *excepts* those arguments. Make sense?
David Stiller
Adobe Community Expert
Dev blog,
http://www.quip.net/blog/
"Luck is the residue of good design."

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    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...

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