Adobe

Working with classic tween animation


 
By clicking Submit, you accept the Adobe Terms of Use.
 

  • 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
    To the top

    About classic tween animation

    Note: Like most things in Flash, animation does not require any ActionScript. However, you can create animation with ActionScript if you choose.

    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.)

    To the top

    Create and edit keyframes for classic tween animation

    Note: This topic is about creating keyframes for the older classic tweens. For help with property keyframes for the newer motion tweens, see Create 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.

    To the top

    Add classic tween animation to an instance, a group, or text

    Note: This topic is about creating older classic tweens. For help with creating the newer motion tweens, see Create tween animation.

    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 classic tween animation

    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. This will be the first frame of the classic tween.
    2. To add content to the first frame of the classic tween, do one of the following:
      • Create a graphic object with the Pen, Oval, Rectangle, Pencil, or Brush tool, and then convert it to a symbol.

      • Create an instance, group, or text block on the Stage.

      • Drag an instance of a symbol from the Library panel.

      Note: To create a tween, you must have only one item on the layer.
    3. Create a second keyframe where you want the animation to end, and leave the new keyframe selected.
    4. To modify the item in the ending frame, do any of the following:
      • 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.

    5. To create the classic tween, do one of the following:
      • Click any frame in the tween’s frame span and select Insert > Classic Tween.

      • Right-click (Windows) or Control-click (Macintosh) any frame in the tween’s frame span and select Create Classic Tween from the context menu.

      If you created a graphic object in step 2, Flash Professional automatically converts the object to a symbol and names it tween1.

    6. If you modified the size of the item in step 4, select Scale in the Tweening section of the Property inspector to tween the size of the selected item.
    7. To produce a more realistic sense of motion, apply easing to the classic tween. To apply easing to a classic tween, use the Ease field in the Tweening section of the Property inspector to specify an easing value for each classic tween you create. Use the Custom Ease In/Ease Out dialog box to more precisely control the speed of the classic tween.

      Drag the value in the Easing field or enter a value to adjust the rate of change between tweened frames:

      • To begin the classic tween slowly and accelerate the tween toward the end of the animation, enter a negative value between ‑1 and ‑100.

      • To begin the classic tween rapidly and decelerate the tween toward the end of the animation, enter a positive value between 1 and 100.

      • To produce a more complex change in speed within the tween’s frame span, click the Edit button next to the Ease field to open the Custom Ease In/Ease Out dialog box.

        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 during the tween, select an option from the Rotate menu in the Property inspector:
      • To prevent rotation, select None (the default setting).

      • To rotate the object once in the direction requiring the least motion, select Auto.

      • To rotate the object as indicated, and then enter a number to specify the number of rotations, select Clockwise (CW) or Counterclockwise (CCW).

      Note: The rotation in step 8 is in addition to any rotation you applied to the ending frame in step 4.
    9. If you’re using a motion path, select Orient To Path in the Property inspector to orient the baseline of the tweened element to the motion path.
    10. To synchronize the animation of graphic symbol instances with the main Timeline, select the Sync option in the Property inspector.
      Note: Modify > Timeline > Synchronize Symbols and the Sync option both recalculate the number of frames in a tween to match the number of frames allotted to it in the Timeline. Use the Sync option 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 document.
    11. If you’re using a motion path, select Snap to attach the tweened element to the motion path by its registration point.
    To the top

    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.
    Note: To prevent accidentally converting a guide layer, place all guide layers at the bottom of the layer order.
    To the top

    Create classic tween animation along a path

    Note: This topic is about working with older classic tweens. For help with using the newer motion tweens with motion paths, see Edit the motion path of a tween animation.

    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.

    In this example, two objects on separate layers are attached to the same motion path.

    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.

    Create a motion path for classic tweened animation

    1. Create a classic-tweened animation sequence.

      If you select Orient To Path in the Property inspector, the baseline of the tweened element orients to the motion path. If you select Snap, the registration point of the tweened element snaps to the motion path.

    2. Right-click (Windows) or Control-click (Macintosh) the layer name of the layer containing the classic tween and choose Add Classic Motion Guide.

      Flash Professional adds a motion guide layer above the classic tween layer and indents the name of the classic tween layer to show that it is bound to the motion guide layer.

      Note: If you already have a guide layer in the Timeline, you can drag a layer containing the classic tween below the guide layer to convert the guide layer to a motion guide and bind the classic tween to it.
      A motion guide layer above the layer containing the classic tween.
    3. To add a path to the motion guide layer to guide the classic tween, select the motion guide layer and use the Pen, Pencil, Line, Circle, Rectangle, or Brush tool to draw the desired path.

      You can also paste a stroke onto the motion guide layer.

    4. Drag the object you are tweening to snap it to the beginning of the line in the first frame, and to the end of the line in the last frame.
      Example of path drawn with a drawing tool.
      A graphic of a car snapped to the beginning of a guide stroke.
      Note: For best snapping results, drag the symbol by its transformation point.
    5. To hide the motion guide layer and the path so that only the object’s movement is visible while you work, click in the Eye column on the motion guide layer.

      The group or symbol follows the motion path when you play the animation.

    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.

    Unlink layers from a motion guide layer

     Select the layer to unlink and do one of the following:
    • Drag the layer above the motion guide layer.

    • Select Modify > Timeline > Layer Properties, and select Normal as the layer type.

    To the top

    Paste classic tween animation properties

    Note: This topic is about pasting properties of older classic tweens. For help with pasting properties of the newer motion tweens, see Copy and paste motion tween properties.

    The Paste Motion command lets you copy a classic tween, and paste only specific properties to apply to another object.

    1. Select the frames in the Timeline that contain the classic tween to copy. The frames you select must be on the same layer, however, they do not have to span a single classic tween. The selection can span a tween, empty frames, or two or more tweens.
    2. Select Edit > Timeline > Copy Motion.
    3. Select the symbol instance to receive the copied classic tween.
    4. Select Edit > Timeline > Paste Motion Special. Select the specific classic tween properties to paste to the symbol instance. The classic tween properties are:
      X Position
      How far an object moves in the x direction.

      Y Position
      How far an object moves in the y direction.

      Horizontal Scale
      The ratio between the current size of the object and its natural size in the horizontal direction (X).

      Vertical Scale
      Specifies the ratio between the current size of the object and its natural size in the vertical direction (Y).

      Rotation And Skew
      The rotation and skew of the object. These properties must be jointly applied to an object. Skew is a measurement of rotation in degrees, and when you rotate and skew, each property affects the other.

      Color
      All color values such as Tint, Brightness, and Alpha are applied to the object.

      Filters
      All filter values and changes for the selected span. If filters are applied to an object, the filter is pasted with all values intact, and its state (enabled or disabled) applies to the new object as well.

      Blend Mode
      Applies the blend mode of the object.

      Override Target Scale Properties
      When unchecked, specifies that all properties be pasted relative to the target object. When checked, this option overrides the scale properties of the target.

      Override Target Rotation And Skew Properties
      When unchecked, specifies that all properties be pasted relative to the target object. When checked, the pasted properties override the existing rotation and scale properties of the object.

      The necessary frames, tween, and symbol information are inserted to match the original, copied tween.

      To copy a symbol’s classic tween to the Actions panel or use it in another project as ActionScript, use the Copy Motion as ActionScript 3.0 command.

    To the top

    Apply custom ease in/ease out to classic tween animation

    Note: This topic is about adding easing to older classic tweens. For help with adding easing to the newer motion tweens, see Easing tween animations.

    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.

    Custom Ease In/Ease Out graph showing constant velocity. Open this dialog by selecting a frame in a classic tween and clicking the Edit button in the Ease section of the Property inspector.

    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

    1. Select a layer in the Timeline that has a classic tween applied to it.
    2. Click the Edit button next to the Ease slider in the frame Property inspector.
    3. (Optional) To display the curve for a single tweened property, deselect Use One Setting For All Properties, and select a property in the menu.
    4. To add a control point, Control‑click (Windows) or Command-click (Macintosh) the diagonal line.
    5. To increase the speed of the object, drag the control point up; to slow down the speed of the object, drag it downwards.
    6. To further adjust the ease curve, and fine tune the ease value of the tween, drag the vertex handles.
    7. To view the animation on the Stage, click the play button in the lower-left corner.
    8. Adjust the controls until you achieve the desired effect.
    Note: If you use the Custom Ease In/Ease Out dialog box to apply a custom ease to a frame, the edit box that shows the ease value shows '--'. If you use the Edit box or the pop-up slider to apply an ease value to a frame, the Custom Ease graph is set to the equivalent curve, and the Use One Setting For All Properties check box is selected.

    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)

    More Help topics

    Create symbols

    About Tween Animation

      Break TLF text apart

    Legal Notices   |   Online Privacy Policy