254
Creating Motion
To create a motion tween using the Motion Tweening option:
1.
Click a layer name to make it the active layer, and select an empty keyframe in the layer
where you want the animation to start.
2.
To create the first frame of the motion tween, do one of the following:
■
Create a graphic object with the Pen, Oval, Rectangle, Pencil, or Brush tool, then
convert it to a symbol. For more information on converting objects to symbols, see
“Creating symbols” on page 82
.
■
Create an instance, group, or text block on the Stage.
■
Drag an instance of a symbol from the Library panel.
3.
Create a second keyframe where you want the animation to end, and leave the new
keyframe selected.
4.
Do any 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” on page 261
.
5.
Click any frame in the tween’s frame span and select Motion from the Tween pop-up menu
in the Property inspector (Window > Properties).
6.
If you modified the size of the item in step 4, select Scale to tween the size of the selected
item.
7.
To produce a more realistic sense of motion, you can apply easing to the motion tween you
create. Flash provides two methods by which you can apply easing to a motion tween:
You can specify an easing value for each motion tween you create using the Ease slider, or
you can use the Custom Ease In/Ease Out dialog box (Flash Professional only) to more
precisely control the speed of the motion tween.
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 negative value between -1 and -100.
Summary of Contents for FLASH 8-FLASH
Page 1: ...Using Flash ...
Page 12: ...12 Contents ...
Page 110: ...110 Using Symbols Instances and Library Assets ...
Page 128: ...128 Working with Color Strokes and Fills ...
Page 156: ...156 Drawing ...
Page 190: ...190 Working with Text ...
Page 224: ...224 Working with Graphic Objects ...
Page 270: ...270 Creating Motion ...
Page 310: ...310 Working with Video ...
Page 362: ...362 Working with Screens Flash Professional Only ...
Page 386: ...386 Creating Multilanguage Text ...
Page 454: ...454 Data Integration Flash Professional Only ...
Page 500: ...500 Publishing ...
Page 534: ...534 Creating Accessible Content ...