Flash 5: Part 3 - Tweening
September 4, 2001
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From here to there.... in a flash! Learn the vagaries of 'tweening'
in this third Flash tutorial from Shawn Ryder!
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One of the more important aspects of creating Flash movies is the programs
ability to move an object from one location to another, filling in the
sections between frames thus creating a smooth animation. This process
is called 'motion tween'. Objects may also be tweened along a set path
by linking a normal layer to a 'motion guide' layer for the object to
follow along. Another of tween is the 'shape' tween which
through morphing makes one object appear to change into another shape
over a set amount of time. Flash can tween the size, location, and
color of these shapes. There are ways to manipulate the location of
the points for the tween using a tool called 'shape
hints'. Finally we are going to discuss the way of using 'Frame by Frame'
animation to create some great effects. All of these effects are an integrate
part of the Flash application as it adds animation to Flash files.
First of all let's discuss the most common and straight forward instances of the
tween called the motion tween. With this effect Flash can tween the position,
rotation, size, and even the color of the instance. This can create a gradual
shift in the colors or make an object fade in and out using alpha or tint color.
In order to begin the process of a motion tween we need to first take an object
and make sure that it is in fact a 'symbol'. If it isn't a symbol it won't work
correctly and will cause much frustration. So, if you create an original object, or
import an image, make sure that you turn it into a symbol, (the simplest way is by
using F8 on the keyboard). It will then show up in the library for
use over and over again as many times as you would like, without increasing the
file size.
In order to move a symbol you obviously require a starting point and
an ending point for it to move along. Place the symbol that you wish
to use on the stage and make sure that there is a keyframe where you
want the tween to begin for the layer you are placing it on. Once
you have this set up it is then time to create another keyframe
further on in the layer where the end of the movement will be located.
If once you view the tween and feel that it is too quick or slow it
is easy enough to adjust the location of the starting/ending points
with a click and drag. Once you have the ending keyframe set you can
now click on the symbol and move it to another location where it will
finish the tween movement.
At this point you need to tell Flash to fill in the frames between
these two keyframes. This can be done in one of two ways. You can
select the first frame and select the 'Motion Tweening' option from the
Frame Properties panel. Or you can select one of the blank frames between
the keyframes and click the right mouse button. A menu will appear, from which
you can select the 'Create Motion Tween' option.
You can use the timeline to move from one point to another. You'll be
able to see the movement of the symbol and how Flash automatically fills
in all of the frames between the keyframes.
There is an option to adjust the easing value,
(acceleration or deceleration rate), by editing the
Frame panel options that are available when you select either the first keyframe
or any of the frames in between. In order to begin the motion tween slowly and
have it accelerate the animation towards the end of the tween you can enter a
value between -1 and -100. If you want the tween to begin rapidly and decelerate
the tween towards the end of the animation, adjust the value of the ease between
positive 1 and 100. The default rate of 0 keeps the tweening of the frames
constant, while easing creates perhaps a more natural appearance of the
acceleration or deceleration by adjusting the rate.
Another interesting feature is the ability to have the symbol rotate as it
is tweening from one location to another. This option is
also set in the Frame Panel that is shown – with the no rotation as the default
obviously. Choose 'Auto' to rotate the object once in a direction requiring the
least motion or you can select Clockwise (CW) or Counterclockwise (CCW) to
rotate the object in the direction indicated, and then easily enter in the
number of times you want the object to rotate.
Flash 5 Tutorial: Part 2 - Page 2
Flash 5 Tutorial: Part 1
Motion Path Layer - Page 2
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