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Tiêu đề Animating with Classic Tweening
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Animating with Classic Tweening 9 9 What You’ll Do Work with Classic Tweening Understand Frame and Instance Properties Create a Classic Tween Adjust Classic Tween Properties Copy and Pa

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Animating with Classic

Tweening

9

9 What You’ll Do

Work with Classic Tweening Understand Frame and Instance Properties

Create a Classic Tween Adjust Classic Tween Properties Copy and Paste a Tween Change the Length of a Tween Change the Frame Rate Reverse Frames Add and Remove Keyframes from a Classic Tween

Scale and Rotation a Classic Tween Add Color Effects to a Classic Tween Create a Classic Motion Guide Layer Animate Along a Classic Motion Guide Orient Objects to a Classic Motion Path Ease In and Out of a Classic Tween

Introduction

In the previous Chapter you learned about motion tweening

In this Chapter, you’ll learn about classic tweening Tweening

is an animation technique that creates the necessary

in-between frames based on a starting and ending frame A

motion tween uses one object instance over the entire span

along with property keyframes to create a tween, while a

clas-sic tween uses several instances in keyframes of an object

along with property keyframes to create a tween Classic

tweens are more complex to create than motion tweens

However, if you’re looking for a custom result, classic tweens

provide more advanced control

When you create an animation with classic tweening,

there are some things you should know about A classic

tween:

◆ Uses Keyframes and property keyframes to create

tweens

◆ Allows frame scripts

◆ Allows only symbols (movie clip, graphic, and button) as

a tweenable type It converts all others (editable shapes,

groups, and text objects) to a graphic symbol

◆ Consists of groups of individually selectable frames in

the Timeline

◆ Applies eases to groups of frames between keyframes

within the tween

◆ Allows animation between two different color effects,

such as tint and alpha transparency

◆ Doesn’t allow animation of 3D objects

◆ Allows symbol swaps and setting the frame number of a

graphic symbol to display in a property keyframe

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Classic tweening can only be applied to instances of symbols When applying classic tweening

to groups or text objects, Flash automatically converts them into symbols and stores them in

the Library When this happens, they appear in the Library named as Tween 1, Tween 2, etc It is

a good idea to convert them into symbols as the tweening is applied When managing large

projects with many assets it can become confusing to have assets named in this generic way

Of course you can always rename them by selecting the field in the Library and typing in a new

name

If your classic tweened animation doesn't behave as expected, there are a few things you

can check If the object disappears when you play the animation and only re-appears on the

end keyframe, you may have more than one object on the keyframe Make sure that only one

object, or instance, is on each keyframe in the tweened span Also, make sure that both

instances are of the same object Flash cannot motion tween two different objects To "morph"

different shapes into each other you must use shape tweening

Working with Classic Tweening

When classic tweening is applied to groups or text objects, Flash automatically converts them into symbols and names them incrementally in this generic fashion.

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There is a difference between frame properties and instance properties This is a source of

ini-tial confusion when dealing with animation tweens (both motion and shape) Because the

Property Inspector is context-sensitive, it displays properties for many different objects in Flash,

depending on which of these objects is selected

Classic motion (and shape) tweens are applied to keyframes in the Timeline Color and

Transform effects are applied to instances on the Stage To view the classic tween properties for

a specific frame or keyframe, you must select that frame It is here that you activate tweening

and tell Flash what you are going to tween (such as scale or rotation) This needs to be

differen-tiated from the effects you apply to the instances in the tweened keyframes These are accessed

in the Property Inspector and the Transform panel whenever any instance is selected on the

Stage For example, if you check scale as an option in the tween properties for a keyframe, a

change in size only results if the size of one of the instances is changed Conversely, if you want

to tween a change in alpha, you can't do this by selecting either of the keyframes in a tween;

you must select the instance on the Stage and apply the alpha change when the instance

prop-erties appear in the Property Inspector

Understanding Frame and Instance Properties

Frame Properties appear when a frame is

selected in the Timeline.

Instance Properties appear when the instance is selected on the Stage

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You can tween position, scale, rotation and other transform effects applied to symbols, groups, and text Additionally, you can apply classic tweening to color and alpha changes A classic tween connects two keyframes You should have only one object in the keyframe when you apply the tween or the results will be unpredictable Tweened frames must reside on the same layer in the Timeline

Creating a Classic

Tween

Create a Simple Classic Tween

Create a new Flash document, and

then click on the first frame of the

Timeline

Do one of the following:

◆ Draw a shape on the Stage

with any of Flash's drawing

tools and convert into a symbol

◆ Drag an instance of a symbol

from the Library

Select the first frame

Click the Insert menu, and then

click Classic Tween.

Click frame 10 in the Timeline

Click the Insert menu, point to

Timeline, and then click Frame.

Flash displays a dashed line in the

framespan to indicate an

incomplete or broken motion

tween It also tints the framespan

a pale, bluish-purple to indicate

that a motion tween has been

applied

TIMESAVER Press F5 to add

frames, or right-click the frame,

and then click Insert Frame

6

5

4

3

2

1

2 4

A black dot at the beginning keyframe with a black arrow and blue background indicates a classic tween.

3

6

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Click and drag the object on the

Stage at frame 10 to a new

location

Flash creates a second keyframe

that is connected to the first with

an arrow This indicates the

motion tween is complete

Click the Control menu, point to

Test Movie, and then click Test.

Flash gradually moves the object

8

7

End keyframe is created when object is moved to a new position.

Motion tween viewed

in Onion Skin mode.

Did You Know?

You can add keyframes and then alter

the position of the object on the Stage

Tweening can be applied to any two

existing keyframes on the same layer

Select the first keyframe, click the

Tweening list arrow in the Property

Inspector, and then click Motion

You can move keyframes around in the

Timeline Simply click to select it, and

then click it again and drag it to a new

location

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