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Flash Ch4

The document discusses tween animations in Macromedia Flash, including motion tweening text or other symbols by setting a starting point and end point. It provides steps to create a motion tween animation of text, including setting the end keyframe at a specific frame, and setting the tween to motion. It also explains the timeline panel and key components like keyframes and the playhead.
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0% found this document useful (0 votes)
59 views5 pages

Flash Ch4

The document discusses tween animations in Macromedia Flash, including motion tweening text or other symbols by setting a starting point and end point. It provides steps to create a motion tween animation of text, including setting the end keyframe at a specific frame, and setting the tween to motion. It also explains the timeline panel and key components like keyframes and the playhead.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter

4
Tween Animations
Macromedia Flash provides two main ways of animating, Tweening and Keyframe
Animation. The most common form is Tweenng where you set a starting point and an
end point and let the program animate the objects BETWEEN them. This is where the
term TWEEN comes from.
In this chapter you will be shown how to create Tween Animations for a text symbol. The
next few chapters will demonstrate animating graphics.

Creating a Motion Tween


Motion Tweening involves moving objects from a starting point to an end point. You
can motion tween objects, text, drawings, etc. They must be grouped or converted to a
symbol. To illustrate motion tweening a simple text symbol will be moved around the
stage.

A Setting the Symbol


1 Load Flash and create a new Flash Document, or close the current file and start a
new Flash Document.

2 Select the TEXT tool and enter a


word or your name at the top left of
the stage.

3 Highlight the text and set the TEXT


COLOUR to BLUE and the FONT SIZE
to 30 pt.

© Guided Computer Tutorials 2006 4-1


Learning Macromedia Flash

3 Select the SELECTION TOOL, click on the text and use the MODIFY menu to select
CONVERT TO SYMBOL.

4 Name the symbol NAME and set the


TYPE (or BEHAVIOUR) to GRAPHIC.

5 Set the REGISTRATION to CENTRE


and select OK

NOTE: Motion Tweening only works on objects that are grouped or


set to a symbol.

B Setting the End Keyframe


To animate an object frames need to be inserted in the TIMELINE panel. The easiest
way to do this is to set an END KEYFRAME at the frame that you want the animation
to finish at. Web pages can usually run an animation smoothly if it is set to a speed of
12 frames per second which is the default speed for Flash animations. So if you set 12
frames in the TIMELINE panel the animation will run for about 1 second. The speed of an
animation can be adjusted, but the animation may not run at that speed on the internet.

1 Click at the FRAME 24 marker in the


TIMELINE panel. This will create a 2
second animation.

4-2 © Guided Computer Tutorials 2006


Tween Animations 4

2 Display the INSERT menu, Highlight


TIMELINE and select KEYFRAME and
the KEYFRAME MARKER (•) should be
inserted.

NOTE: i The F6 key can be pressed to insert a keyframe as a shortcut.


ii When you set the Keyframe at frame 24 the program
inserted 23 frames from frame 1.

3 Move the name to the right of the


stage. This will set its end position
in the animation. It has not affected
the position of the name at frame 1.

4 Move the red PLAYHEAD marker


back to frame 1. The name jumps
back to its first position.

NOTE: No animation is occurring as the program has not been told


the type of animation required. We have simply set the start
and end positions of the animation.

© Guided Computer Tutorials 2006 4-3


Learning Macromedia Flash

C Setting the Motion Tween


To complete the animation the type of animation required has to be set.

1 Click on the KEYFRAME MARKER (•) at


frame 1.

2 In the PROPERTIES INSPECTOR set


the TWEEN box to MOTION.

NOTE: Notice that the shading in the


TIMELINE panel has changed to
purple with an arrow across it. This
indicates that a MOTION TWEEN has been created correctly.

3 Try moving the PLAYHEAD across


the frames. The animation should be
smooth.

4-4 © Guided Computer Tutorials 2006


Tween Animations 4
4 Test the movie then close the TEST MOVIE screen.

5 You can do a live preview of the animation without opening the TEST MOVIE
screen. Press the <enter> or <return> key and the animation should play once. It
is a useful way of quickly testing that an animation is working correctly.

NOTE: If nothing happens when you press the <enter> or <return>


keys check that ENABLE LIVE PREVIEW is selected in the
CONTROL menu.

Understanding the Timeline Panel


Now that you have created your first animation it is important that you understand the
symbols used in the TIMELINE panel. The following diagram labels its sections.

Keyframe Marker Frames Playhead Blank Frame Marker

Frame Number Frame Rate Time Elapsed

The important sections of the TIMELINE panel are:

• The KEYFRAME MARKER which is a solid •. You need at least two KEYFRAMES to
create an animation.
• The PLAYHEAD which is the red rectangle and line. It allows you to move through
the frames. The frame that the PLAYHEAD is over is the FRAME NUMBER at the base
of the TIMELINE panel.
• The FRAMES which are contained in a shaded bar in the TIMELINE panel. They
control the duration of the animation.

© Guided Computer Tutorials 2006 4-5

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