Creating Animation > Tweening instances, groups, and type

Tweening instances, groups, and type

To tween the changes in properties of instances, groups, and type, you use motion tweening. Flash can tween position, size, rotation, and skew of instances, groups, and type. Additionally, Flash can tween the color of instances and type, creating gradual color shifts or making an instance fade in or out. To tween the color of groups or type, you must make them into symbols. See Creating symbols.

If you change the number of frames between the two keyframes, or move the group or symbol in either keyframe, Flash automatically tweens the frames again.

You can create a motion tween using one of two methods:

Create the starting and ending keyframes for the animation and use the Motion Tweening option in the Frame Properties panel.
Create the first keyframe for the animation, and then choose Insert > Create Motion Tween and move the object to the new location on the Stage. Flash automatically creates the ending keyframe.

When tweening position, you can make the object move along a nonlinear path. See Tweening motion along a path.

The bee's second, third, and fourth frames result from tweening the first and last keyframes.
 

To create a motion tween using the Motion Tweening option:

1 Click a layer name to make it the current layer, and select an empty keyframe in the layer where you want the animation to start.
2 Create an instance, group, or text block on the Stage, or drag an instance of a symbol from the Library window.
To motion tween an object you have drawn, you must convert it to a symbol.
3 Create a second keyframe where you want the animation to end.
4 Do one of the following to modify the instance, group, or text block in the ending frame:
Move the item to a new position.
Modify the item's size, rotation, or skew.
Modify the item's color (instance or text block only).
To tween the color of elements other than instances or text blocks, use shape tweening. See Tweening shapes.
5 Choose Window > Panels > Frame.
6 For Tweening, select Motion.
7 If you modified the size of the item in step 4, select Scale to tween the size of the selected item.
8 Click and drag the arrow next to the Easing value or enter a value to adjust the rate of change between tweened frames:
To begin the motion tween slowly and accelerate the tween toward the end of the animation, drag the slider up or enter a value between -1 and -100.
To begin the motion tween rapidly and decelerate the tween toward the end of the animation, drag the slider down or enter a positive value between 1 and 100.
By default, the rate of change between tweened frames is constant. Easing creates a more natural appearance of acceleration or deceleration by gradually adjusting the rate of change.
9 To rotate the selected item while tweening, choose an option from the Rotate menu:
Choose None (the default setting) to apply no rotation.
Choose Auto to rotate the object once in the direction requiring the least motion.
Choose Clockwise (CW) or Counterclockwise (CCW) to rotate the object as indicated, and then enter a number to specify the number of rotations.

Note: This rotation is in addition to any rotation you applied to the ending frame in step 4.

10 If you are using a motion path, select Orient to Path to orient the baseline of the tweened element to the motion path. See Tweening motion along a path.
11 Select Synchronization to ensure that the instance loops properly in the main movie.
Use the Synchronize command if the number of frames in the animation sequence inside the symbol is not an even multiple of the number of frames the graphic instance occupies in the movie.
12 If you are using a motion path, select Snap to attach the tweened element to the motion path by its registration point.

To create a motion tween using the Create Motion Tween command:

1 Select an empty keyframe and draw an object on the Stage, or drag an instance of a symbol from the Library window.
2 Choose Insert > Create Motion Tween.
If you drew an object in step 1, Flash automatically converts the object to a symbol and assigns it the name tween1. If you drew more than one object, additional objects are named tween2, tween3, and so on.
3 Click inside the frame where you want the animation to end, and choose Insert > Frame.
4 Move the object, instance, or type block on the Stage to the desired position. Adjust the size of the element if you want to tween its scale. Adjust the rotation of the element if you want to tween its rotation. Deselect the object when you have completed adjustments.
A keyframe is automatically added to the end of the frame range.
5 Select the keyframe at the end of the motion tween and choose Window> Panels > Frame. Motion Tweening should be selected automatically in the Frame panel.
6 If you modified the size of the item in step 4, select Scale to tween the size of the selected item.
7 Click and drag the arrow next to the Easing value or enter a value to adjust the rate of change between tweened frames:
To begin the motion tween slowly and accelerate the tween toward the end of the animation, drag the slider up or enter a value between -1 and -100.
To begin the motion tween rapidly and decelerate the tween toward the end of the animation, drag the slider down or enter a positive value between 1 and 100.
By default, the rate of change between tweened frames is constant. Easing creates a more natural appearance of acceleration or deceleration by gradually adjusting the rate of change.
8 To rotate the selected item while tweening, choose an option from the Rotate menu:
Choose None (the default setting) to apply no rotation.
Choose Auto to rotate the object once in the direction requiring the least motion.
Choose Clockwise (CW) or Counterclockwise (CCW) to rotate the object as indicated, and then enter a number to specify the number of rotations.

Note: This rotation is in addition to any rotation you applied to the ending frame in step 4.

9 If you are using a motion path, select Orient to Path to orient the baseline of the tweened element to the motion path. See Tweening motion along a path.
10 Select Synchronize to ensure that the instance loops properly in the main movie.
Use the Synchronize command if the number of frames in the animation sequence inside the symbol is not an even multiple of the number of frames the graphic instance occupies in the movie.
11 If you are using a motion path, select Snap to attach the tweened element to the motion path by its registration point.