Using Motion Tween to create a moving timeline

I'm just learning the software and haven't been able to figure this out.  I'm trying to create an historic timeline for our company and am using 20 jpg images, which I placed on separate layers and then converted each jpg to a symbol and motion tweened to go across the screen.  The problem is that there is a gap between the frames when they play as a movie and I don't know how to get rid of that so that they flow continuously across the screen from left to right seamlessly.  Can anyone provide me with some instruction on this?

this may be time-consuming but should be easy.  start at the left-most keyframe that has an image.  i would think there's only one keyframe there that has an image so nothing needs to be done there.  go to the next keyframe.  there will be an image there and the previous image should still be on-stage (or you need to move that 2nd keyframe).  move that 2nd image so it abuts the first. go to the next keyframe etc.
all your tweens should be the same number of frames, use the same easing and move the images the same number of pixels.

Similar Messages

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    I did this as a test several months ago. My goal was to get it as close to the original crawl as possible. The details are important as far as making it look as good as possible. The right font type and justification, the right color, the right angle, the right speed.
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    Message was edited by: Andy Neil

  • Why can't I create a motion tween

    I've been following the tutorials given after downloading the program. However, on step " Fine-tune the Characters Movement", it tells me to create a motion tween. But the option to create one isn't there. Any advice would be welcomed.

    Hi,
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  • Motion Tween querry?

    Hi,
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  • 2 types of Motion tweens ?!?

    I have noticed a difference between motion tweens created by
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    What is the differnece here ? Has it got to do with the sync
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    For a visual reference check out ...
    http://www.silverstone.co.za/temp/timeline.gif

    I should add,
    To synchronize the animation of graphic symbol instances with
    the main Timeline, select the Sync
    option in the Property inspector.
    Note: Modify > Timeline > Synchronize Symbols and the
    Sync option both recalculate the number of
    frames in a tween to match the number of frames allotted to
    it in the Timeline.
    ~~~~~~~~~~~~~~~~
    --> Adobe Certified Expert
    --> www.mudbubble.com
    --> www.keyframer.com
    ~~~~~~~~~~~~~~~~
    Chris Georgenes wrote:
    > yup - it is the Sync option.
    >
    > ~~~~~~~~~~~~~~~~
    > --> Adobe Certified Expert
    > --> www.mudbubble.com
    > --> www.keyframer.com
    > ~~~~~~~~~~~~~~~~
    >
    >
    >
    >
    > One x Big Mac wrote:
    >
    >> I have noticed a difference between motion tweens
    created by the
    >> context menu ( ie right clicking on a PC and
    selection Create Motion
    >> Tween) and creating two seperate frames and then
    selecting motion
    >> tween from the Properties bar.
    >> These are represented on the time line ... both in
    blue .... bowever
    >> if you use the context menu you end up with a black
    dot for each of
    >> the 2 keyframes however the second keyframe doesnt
    have a black
    >> vertical line to the left of it.
    >> What is the differnece here ? Has it got to do with
    the sync option ?
    >> For a visual reference check out ...
    >>
    http://www.silverstone.co.za/temp/timeline.gif
    >>
    >> <br><br> <img src="
    http://www.silverstone.co.za/temp/timeline.gif">
    >>

  • Motion tween question in cs5

    Hi,
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  • CS5 - problem with motion tween..HELP!!

    Experts out there, please help.
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  • Flash stickman Motion Tween problem

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    http://img457.imageshack.us/my.php?image=screenshot00000nw4.jpg
    but when I applied it to the frames look what happened:
    http://img266.imageshack.us/my.php?image=screenshot00002kj3.jpg

    the center point is different between keyframes. this will
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    point (Free Transform tool) is *exactly* the same for all
    keyframes.
    Chris Georgenes
    Animator
    http://www.mudbubble.com
    http://www.keyframer.com
    Adobe Community Expert
    *\^^/*
    (OO)
    <---->
    X_NRG wrote:
    > Hi. I tried to create an animated stickman using Motion
    Tween between these two
    > frames:
    >
    http://img457.imageshack.us/my.php?image=screenshot00001cq1.jpg
    >
    http://img457.imageshack.us/my.php?image=screenshot00000nw4.jpg
    >
    > but when I applied it to the frames look what happened:
    >
    http://img266.imageshack.us/my.php?image=screenshot00002kj3.jpg
    >

  • Move motion tween and custom ease property keyframe at the same time???

    Hello,
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    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.
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    Regards,
    Bill B.
    Applications Engineer
    National Instruments

  • Some very weird issue with Motion tween

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    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...

  • Creating a motion tween with less frames on the timeline

    Hi,
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    I did know about suggestion #1 (I just thought it was too much work, especially
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  • 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.
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    Thanks

    No problem!
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    hth,
    Joe

  • 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
    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);
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        // The second parameter is the number of times the animation
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        // __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)
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  • Can't properly create motion tweens between two keyframes in flash CS4

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  • 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!)
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    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.

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