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Create a Motion tween animation in Adobe Animate
You can create a motion tween using one of the following three methods: Create a graphic or instance that you want to tween, and then right-click a frame and select Create Motion Tween. Add tweens to timelines to tween an object across the timeline. Drawing on the Stage. If you set more than one property in a single frame, then the property keyframes for each of those properties reside in that frame. Motion tweens can be used to create motion over a curved line as well. Quick links View all your plans Manage your plans. Motion tweens and Classic tweens.
Create motion tween animation in Animate – Export animated GIF
The following articles and tutorials provide more detailed information about working with ActionScript:. ActionScript 3 migration table Adobe. When you execute any doc type, the Output panel displays information or warning related to operations such as document conversions and publish.
To display this information, add trace statements to your code or use the List Objects and List Variables commands. If you use the trace statement in your scripts, you can send specific information to the Output panel when the SWF file runs. It includes notes about the status of the SWF file status or the value of an expression. To find reference documentation for a specific ActionScript language element, do one of the following:.
Open the ActionScript 3. Type the language element in the Actions panel, select it, then press F1 Press F1 immediately. Choose only one version for each FLA file you create. Script navigator. Lists the scripts in your Animate document, and lets you move quickly between them.
To view the script in the Script pane, click an item in the Script navigator. The Actions panel lets you access the code-assistance features that simplify and streamline coding in ActionScript.
You can add non-frame specific global and third-party scripts that can be applied to the whole animation from within Animate. For more information, see A dding G lobal a nd T hird- p arty s cripts section in this page. Add using wizard is a simplified user interface to add code to your compositions.
Click Add using wizard in Actions panel as shown in the following screenshot. In the above screenshot, Get frame number action is selected and the corresponding code has been updated in action window. Based on the action type you select, you can also choose the corresponding object for which you want to apply the action. You can search for specific objects on stage if the object has an instance name. Also, you can apply the action on the current selection.
Click Next to choose a triggering event. A set of trigger events are listed in the window based on your action type and object type selection in previous steps. Choose an appropriate trigger event followed by its corresponding triggering objects, if any, and click Finish and add button.
You can choose the Current Selection option from the menu when you select an object in the stage and run the actions code wizard. You can also choose the timeline and components actions for the code. Interactivity is an essential part of an animation that boosts the visual experience of the audience. Want to learn how to introduce actions to the video without any codes? Watch the tutorial at the end of this example and follow these steps. The Script window lets you create external script files that you import into your application.
If you have more than one external file open, filenames are displayed on tabs across the top of the Script window. In the Script window, you can use PinScript, find and replace, syntax coloring, format code, code hinting and commenting, and code collapse features.
You can also use debug options ActionScript files only , and word wrap. The Script window also lets you display line numbers and hidden characters. The Actions panel let you access the code-assistance features that simplify and streamline coding in ActionScript. Actions panel only Helps you set an absolute or relative target path for an action in the script.
Displays reference information for the ActionScript element that is selected in the Script pane. For example, if you click an import statement and then click Help , the reference information for import appears in the Help panel. Select an ActionScript term in the Actions panel toolbox pane on the left side of the Actions panel. Whether you edit code in the Actions panel or the Script window, you can set and modify a single set of preferences.
Automatic Indentation. Specifies the delay in seconds before code hints are displayed. The option is deprecated with Animate. Reload Modified Files. Specifies what happens when a script file is modified, moved, or deleted. Select Always, Never, or Prompt. When you build applications with external scripts, this preference enables you to avoid overwriting a script.
Or avoid publishing the application with older versions of scripts. The warnings let you automatically close a script and reopen the newer, modified version. Syntax Colors. These buttons open the ActionScript Settings dialog boxes, where you can set source path, library path, and external library path for ActionScript 3. Legal Notices Online Privacy Policy.
User Guide Cancel. Getting started with ActionScript. Which version of ActionScript can you use? Using the ActionScript documentation. Ways of working with ActionScript. There are several ways to work with ActionScript. Writing ActionScript. More recommended community content. Overview of the Output panel. The Output panel consists of the following menu items: Copy: Copies all the contents of the Output panel to the clipboard of computer. To copy a selected portion of the output, select the area you want to copy and then select Copy.
Clear: Clears the content of the output panel. Show Output: Displays the content of the output panel. Lock: Locks the panel. You can only resize the panel but you cannot move or drag the panel.
Help: Loads the online Help for the output panel. Close: Closes the output panel. Close Group: Closes the whole panel group. You can simultaneously dock multiple panels such as timeline, output panel, and compiler errors panel. Actions panel. Looking for the Language Reference? Learning ActionScript. To learn about writing ActionScript, use these resources:. Overview of the Actions panel. The Actions panel consists of two panes:.
Script pane. Lets you type ActionScript code, which is associated with the currently selected frame. Run Script: Runs the script Pin Script: Pins the script to the pin tabs of individual scripts in the Script pane and move them accordingly.
This feature is useful if you have not organized the code within your FLA file into one central location. Or, it is useful if you are using multiple scripts. You can pin a script to retain the open location of the code in the Actions panel and toggle between the various open scripts.
This feature can be useful when debugging. Insert Instance Path and Name: Helps you set an absolute or relative target path for an action in the script. Find: It finds and replaces text in your script. Format Code: Helps to format the code.
Code Snippets : Opens the Code Snippets panel that displays sample code snippets. Add using wizard: Click this button to add actions using an easy-to-use wizard without having to write code. Help: Displays reference information for the ActionScript element that is selected in the Script pane. Offers better tween control. Provides user-specific capabilities. Uses keyframes. Uses property frames. Consists of one target object over the entire tween.
Tweens between two keyframes with same or different symbols. Uses text as a tweenable type and does not convert text objects to movie clips. Converts text objects to graphic symbols. Does not use frame scripts. Uses frame scripts. Stretches and resizes the tween in the timeline and treats it as a single object. Consists of groups of individually selectable frames in the timeline.
Applies eases across the entire length of a motion tween span. Easing specific frames of a motion tween requires creating a custom ease curve. Applies eases to the groups of frames between the keyframes within the tween. Applies one color effect per tween.
Applies two different color effects, such as tint and alpha transparency. Animates 3D objects.
Usage of ActionScript in animation is optional. Use the Create Motion Tween command to animate properties of a symbol instance or text field. The properties range from rotation, scale, transparency, or tint symbols and TLF text only.
For example, you can edit the alpha transparency property of a symbol instance to make it fade onto the screen. If the selection contains other objects, or it contains multiple objects from the layer, Animate offers to convert it to a movie clip symbol. When you apply a tween to an object that exists only in a single keyframe, the playhead moves to the last frame of the new tween. Otherwise the playhead does not move.
You can place the playhead in any other frame of the tween span. The tween starts with the property values in the first frame of the tween span, which is always a property keyframe. With the object selected on the Stage , set a value for a non-position property, such as alpha transparency , rotation, or skew.
Set the value with the Property inspector or with one of the tools in the Tools panel. You can display different types of property keyframes in tween spans.
Scrub the playhead in the Timeline to preview the tween on the Stage. To add more property keyframes, move the playhead to the desired frame in the span and set a value for the property in the Property inspector. You can add more tweens to an existing tween layer. Add more tweens to use fewer layers when creating Animate content with animation. Legal Notices Online Privacy Policy. User Guide Cancel. Before you begin. Before you begin animation, understand the following concepts:.
See also. Animating position with a tween Editing the motion path. Using property keyframes Editing motion tween spans. Archived from the original on 12 June Archived from the original on 1 October Archived from the original on 23 February Archived from the original on 1 December Archived from the original on 3 August Archived from the original on 14 December Archived PDF from the original on Sep Archived PDF from the original on 26 Sep Archived from the original on 5 December Retrieved 27 March Archived from the original on 13 March Daring Fireball.
Archived from the original on 30 April Mike Chambers. Archived from the original on 22 April Archived from the original PDF on 14 May Archived from the original on 12 April Archived from the original on 4 November Archived from the original on June 28, Retrieved June 20, Archived from the original on 26 March Retrieved 26 March Adobe Blog. Motion graphics and animation software. Pivot Animator.
Adobe Director Avid Elastic Reality. Hard disk space. Monitor resolution. OpenGL version 3. Multicore Intel processor with bit support. QuickTime Language versions available for Animate.
The interpolated frames of a tweened animation appear as light blue with an arrow drawn between keyframes. Because Animate 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. 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. This feature is about creating keyframes for the older classic tweens.
For more information on property keyframes for the newer motion tweens, see Create tween animation. Select Insert Keyframe. Select Insert Blank Keyframe. Surrounding frames remain unchanged. To move a keyframe or frame sequence and its contents, select it and drag to the desired location.
To paste and replace the exact number of copied frames on the target timeline, use the Paste and Overwrite Frames option. The cleared keyframe and all frames up to the subsequent keyframe are replaced with the contents of the frame preceding the cleared keyframe. To add a library item to the current keyframe, drag the item from the Library panel onto the Stage.
Keyframes must be at the beginning and end of the sequence. This feature is about creating older classic tweens. For more information on 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. Animate can tween position, size, rotation, and skew of instances, groups, and type. Also, Animate 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 change the number of frames between the two keyframes, Animate automatically tweens the frames again. Or, if you move the group or symbol in either keyframe, Animate automatically tweens the frames again. To make a layer as an active layer, click a layer name and select an empty keyframe in the layer, to start.
This frame is the first frame of the classic tween. Create a graphic object with the Pen, Oval, Rectangle, Pencil, or Brush tool, and then convert it to a symbol. To create a tween, you must have only one item on the layer.
To tween the color of elements other than instances or text blocks, use shape tweening. If you created a graphic object in step 2, Animate automatically converts the object to a symbol and names it tween1. To tween the size of the selected item, select scale in the tweening section of the Property inspector. As a prerequisite, you modify the size of the item in step 4.
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.
Use the Custom Ease dialog box to more precisely control the speed of the classic tween. To adjust the rate of change between tweened frames, drag the value in the Easing field or enter a value. To begin the classic tween rapidly and decelerate the tween toward the end of the animation, enter a positive value from 1 through It opens the Custom Ease 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. To rotate the object as indicated, and then enter a number to specify the number of rotations, select Clockwise CW or Counterclockwise CCW.
The rotation in step 8 is in addition to any rotation you applied to the ending frame in step 4. To sync up the animation of graphic symbol instances with the main timeline, select the Sync option in the Property inspector. Synchronize Symbols and the sync option both recalculate the number of frames in a tween to match the number of frames allotted to it.
Use the Sync option if the frames in an animation sequence are not an even multiple of the number of frames in the graphic instance. Characters come alive through Classic Tweening. Want to spell life to your animations? Watch the tutorial at the end of this example and follow these steps:.
Natively, Animate allows you to apply the following commands on any Classic Tween:. The Motion properties are copied to the clipboard as XML data. You can then use any text editor to work on the XML file. Allows you to export Motion properties applied to any object on the stage to an XML file that can be saved. On the Paste Motion Special dialog box, select the properties that you want to apply on the selected object.
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 action converts the guide layer to a motion guide layer and links the normal layer to the new motion guide layer.
To prevent accidentally converting a guide layer, place all guide layers at the bottom of the layer order. This feature is about working with older classic tweens. For more information on 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.
Adobe animate cc create motion tween free
The properties of these objects that can be tweened includes:. Editing motion tweens using Motion Editor. Select a symbol instance or text field on the Stage. A motion tween has a single object in a tween span called the tween’s target object. A tween span in a tween layer can contain only one symbol instance or text field. Place the playhead in the frame of the tween span where you want to specify a property value. See also.