- About classic tween animation
- Create and edit keyframes for classic tween animation
- Add classic tween animation to an instance, a group, or text
- Create a motion guide layer
- Create classic tween animation along a path
- Paste classic tween animation properties
- Apply custom ease in/ease out to classic tween animation
About classic tween animation
Classic tweens are an older way of creating animation in Flash Professional. These tweens are similar to the newer motion tweens, but are somewhat more complicated to create and less flexible. However, classic tweens do provide some types of control over animation that motion tweens do not. Most users will choose to work with the newer motion tweens, but some users will still want to use classic tweens. For more information about the differences, see Differences between motion tweens and classic tweens.
For information about migrating classic tween animations to motion tweens, see the Motion migration guide for Flash Professional in the Adobe Flash Developer Center.
Before you begin:
Before working with classic tweens, keep in mind the following points:
Classic tweens are the older way of creating tweened animation in Flash. The newer, easier way is to use motion tweens. See Motion tween animation.
In some situations, such as lip-synching, classic tweens are still the best choice. For a list of these situations, see When to use classic tweens and this Flash Motion Tweening video tutorial.
You cannot tween 3D properties with classic tweens.
For a complete guide to transitioning from the classic tween workflow to the motion tween workflow, see the Motion migration guide for Flash.
For samples of classic tween animation, see the Flash Professional Samples page at www.adobe.com/go/learn_fl_samples. The following samples are available:
Animated Drop Shadow: Download and decompress the Samples ZIP file and navigate to the Graphics\AnimatedDropShadow folder to access the sample.
Animation and Gradients: Download and decompress the Samples ZIP file and navigate to the Graphics\AnimationAndGradients folder to access the sample.
The following tutorial demonstrates when to use classic tweens instead of motion tweens:
Video: Flash Motion Tweening (10:13, Layers Magazine. When to use motion tweens and classic tweens.)
Create and edit keyframes for classic tween animation
Changes in a classic tween animation are defined in a keyframe. In tweened animation, you define keyframes at significant points in the animation and Flash Professional creates the contents of frames between. The interpolated frames of a tweened animation appear as light blue or light green with an arrow drawn between keyframes. Because Flash Professional documents save the shapes in each keyframe, create keyframes only at those points in the artwork where something changes.
Keyframes are indicated in the Timeline: a solid circle represents a keyframe with content on it, and an empty circle before the frame represents an empty keyframe. Subsequent frames added to the same layer have the same content as the keyframe.
Only keyframes are editable in a classic tween. You can view tweened frames, but you can’t edit them directly. To edit tweened frames, change one of the defining keyframes or insert a new keyframe between the beginning and ending keyframes. Drag items from the Library panel onto the Stage to add the items to the current keyframe.
To display and edit more than one frame at a time, see Use onion skinning.
Videos and tutorials
Video: Understanding the Timeline Icons in a Classic Tween (7:49, Peachpit.com)
Video: Modifying Classic Tween Properties (3:03, Peachpit.com)
Create keyframes
Do one of the following:Select a frame in the Timeline, and select Insert > Timeline > Keyframe.
Right-click (Windows) or Control‑click (Macintosh) a frame in the Timeline and select Insert Keyframe.
Insert frames in the Timeline
To insert a new frame, select Insert > Timeline > Frame.
To create a new keyframe, select Insert > Timeline > Keyframe, or right-click (Windows) or Control‑click (Macintosh) the frame where you want to place a keyframe, and select Insert Keyframe.
To create a new blank keyframe, select Insert > Timeline > Blank Keyframe, or right-click (Windows) or Control‑click (Macintosh) the frame where you want to place the keyframe, and select Insert Blank Keyframe.
Delete or modify a frame or keyframe
To delete a frame, keyframe, or frame sequence, select it and right-click (Windows) or Control‑click (Macintosh) and select Remove Frames. Surrounding frames remain unchanged.
To move a keyframe or frame sequence and its contents, select it and drag to the desired location.
To extend the duration of a keyframe, Alt‑drag (Windows) or Option-drag (Macintosh) it to the final frame of the new sequence.
To copy and paste a frame or frame sequence, select it and select Edit > Timeline > Copy Frames. Select a frame or sequence to replace, and select Edit > Timeline > Paste Frames.
To convert a keyframe to a frame, select the keyframe and select Modify > Timeline > Clear Keyframe, or right-click (Windows) or Control‑click (Macintosh) it and select Clear Keyframe. The cleared keyframe and all frames up to the subsequent keyframe are replaced with the contents of the frame preceding the cleared keyframe.
To copy a keyframe or frame sequence by dragging, select it and Alt‑drag (Windows) or Option-drag (Macintosh) to the new location.
To change the length of a tweened sequence, drag the beginning or ending keyframe left or right.
To add a library item to the current keyframe, drag the item from the Library panel onto the Stage.
To reverse an animation sequence, select the appropriate frames in one or more layers and select Modify > Timeline > Reverse Frames. Keyframes must be at the beginning and end of the sequence.
Add classic tween animation to an instance, a group, or text
To tween the changes in properties of instances, groups, and type, you can use a classic tween. Flash Professional can tween position, size, rotation, and skew of instances, groups, and type. Additionally, Flash Professional can tween the color of instances and type, creating gradual color shifts or making an instance fade in or out.
Before tweening the color of groups or type, make them into symbols. Before animating individual characters in a block of text separately, place each character in a separate text block.
If you apply a classic tween and then change the number of frames between the two keyframes, or move the group or symbol in either keyframe, Flash Professional automatically tweens the frames again.
Videos and tutorials
Video: Creating a simple classic tween (Length = 4:28, Peachpit.com)
Video: Modifying classic tween properties (Length = 3:03, Peachpit.com)
Video: Creating animations using tweens. Note that this video is older and refers to classic tweens as “motion tweens”. This is because in older versions of Flash, classic tweens were the only way of creating tweened motion.
Video: Understanding the Timeline Icons in a Classic Tween (Length = 7:49, Peachpit.com)
Create a motion guide layer
To control the movement of objects in a classic tween animation, create a motion guide layer.
You cannot drag a motion tween layer or inverse kinematics pose layer onto a guide layer.
Drag a normal layer onto a guide layer. This converts
the guide layer to a motion guide layer and links the normal layer
to the new motion guide layer. Create classic tween animation along a path
Motion guide layers let you draw paths along which tweened instances, groups, or text blocks can be animated. You can link multiple layers to a motion guide layer to have multiple objects follow the same path. A normal layer that is linked to a motion guide layer becomes a guided layer.

Videos and tutorials
Video: Using a motion guide with a classic tween (Length = 5:19, Peachpit.com)
www.adobe.com/go/vid0125. Note that this video is older and refers to classic tweens as “motion tweens”. This is because in older versions of Flash, classic tweens were the only way of creating tweened motion.
Link layers to a motion guide layer
Do one of the following:Drag an existing layer below the motion guide layer. The layer is indented under the motion guide layer. All objects on this layer automatically snap to the motion path.
Create a new layer under the motion guide layer. Objects you tween on this layer are automatically tweened along the motion path.
Select a layer below a motion guide layer. Select Modify > Timeline > Layer Properties, and select Guide.
Paste classic tween animation properties
The Paste Motion command lets you copy a classic tween, and paste only specific properties to apply to another object.
Apply custom ease in/ease out to classic tween animation
The Custom Ease In/Ease Out dialog box displays a graph representing the degree of motion over time. The horizontal axis represents frames, and the vertical axis represents percentage of change. The first keyframe is represented as 0%, and the last keyframe is represented as 100%.
The slope of the graph’s curve represents the rate of change of the object. When the curve is horizontal (no slope), the velocity is zero; when the curve is vertical, an instantaneous rate of change occurs.

Additional controls for the Custom Ease In/Ease Out dialog box
- Use One Setting For All Properties check box
- The default is selected; the displayed curve is used for all properties, and the Properties pop-up menu is disabled. When the check box is not selected, the Properties pop-up menu is enabled, and each property has a separate curve defining the velocity of that property.
- Property pop-up menu
- Enabled only when the Use One Setting for All Properties
check box is not selected. When enabled, a separate curve is maintained
for each of the five properties appearing in the menu. Selecting
a property in the menu displays the curve for that property. The
properties are:
- Position
- Specifies custom ease settings for the position of an animated object on the Stage.
- Rotation
- Specifies custom ease settings for the rotation of an animated object. For example, you can fine-tune how quickly or slowly an animated character turns around to face the user on the Stage.
- Scale
- Specifies custom ease settings for the scale of an animated object. For example, you can more easily customize the scale of an object so it appears to be moving away from the viewer, then coming closer, and then moving away again.
- Color
- Specifies custom ease settings for color transitions applied to an animated object.
- Filters
- Specifies custom ease settings for filters applied to an animated object. For example, you can control the ease setting of a drop shadow that simulates a change in the direction of a light source.
- Play and Stop buttons
- Let you preview an animation on the Stage using all the current velocity curves defined in the Custom Ease In/Ease Out dialog box.
- Reset button
- Lets you reset the velocity curve to the default, linear state.
- Position of the selected control point
- In the lower-right corner of the dialog box, a numeric value
displays the keyframe and position of the selected control point.
If no control point is selected, no value appears.
To add a control point to the line, click the diagonal line once. To achieve a precise degree of control over the motion of an object, drag the positions of the control points.
Using frame indicators (represented by square handles), click where you want an object to slow down or speed up. Clicking the square handle of a control point selects that control point, and displays the tangent points on either side of it. Hollow circles represent tangent points. Drag the control point or its tangent points with the mouse or use the keyboard’s arrow keys to position them.
By default, the
control points snap to a grid. You can turn off snapping by pressing
the X key while dragging the control point.Clicking an area of the curve away from any control points adds a new control point to the curve at that point, without changing the shape of the curve. Clicking away from the curve and control points deselects the currently selected control point.
Add a custom ease
- Select a layer in the Timeline that has a classic tween applied to it.
- Click the Edit button next to the Ease slider in the frame Property inspector.
- (Optional) To display the curve for a single tweened property, deselect Use One Setting For All Properties, and select a property in the menu.
- To add a control point, Control‑click (Windows) or Command-click (Macintosh) the diagonal line.
- To increase the speed of the object, drag the control point up; to slow down the speed of the object, drag it downwards.
- To further adjust the ease curve, and fine tune the ease value of the tween, drag the vertex handles.
- To view the animation on the Stage, click the play button in the lower-left corner.
- Adjust the controls until you achieve the desired effect.
Copy and paste an ease curve
To copy the current ease curve, press Control+C (Windows) or Command+C (Macintosh).
To paste the copied curve into another ease curve, press Control+V (Windows) or Command+V (Macintosh).
You can copy and paste the ease curve. The copied curve remains available until you exit the Flash Professional application.
Unsupported easing curves
Certain types of easing curves are not supported. No part of the graph can represent a nonlinear curve (such as a circle).
The Custom Ease dialog box automatically prevents moving a control point or a tangent handle to a position that would render an invalid curve:
All points must exist on the graph. Control points cannot be moved beyond the bounds of the graph.
All segments of the curve must exist within the graph. The shape of the curve is flattened to prevent it from extending beyond the bounds of the graph.
Videos and tutorials
Video: Modifying Classic Tween Properties (3:03, Peachpit.com)


