Last Updated on February 26, 2019
So now that you’ve heard all these great CS4 announcements, lets get into some constructive details about Flash CS4 (whoo hoo, I can finally talk about what I’ve been working on!). But before we start, this is the first time I’ve written in detail about a non-released product, so bear with me and please comment about whatever is really confusing or assuming you have the product already, below.
There have been sneak peeks of some of the upcoming features in Flash thanks to conferences and keynotes, and you may have seen that one of the big new features (and to some of us on the feature, the big new feature) is a new way of creating animation. So yeah, tweening has changed. Finally. In Flash version 10. No more arrows on purple blackground. Um, now it’s blue with diamonds. And a whole lot better in many ways.
Update: articles on Adobe Developer Center for the new motion model:
More after the jump.
Before you existing tweeners start freaking out (“it’s AS3 all over again! How could you do this to me again, Flash??!”), you don’t need to. New tweening is cool. I know I’m biased because I’ve spent a lot of time only doing these new tweens over and over and over again (don’t ask me how many blue boxes I’ve tweened across the Stage) – but honestly – new tweens are easy, they’re better, and after you use them for only a short while you get used to the new way. Really. No lies. No kool-aid required at 601 Townsend. Even with real tweens that aren’t blue boxes this stuff works fabulously and you grow accustomed to them surprisingly quickly. I was using these new tweens for a couple weeks, then opened CS3 one day and actually had to stop and think about what I was doing there because I was trying to do things the new way in CS3 (after using old tweens for 9 years or something). It could and probably will happen to you, too.
And if you will be new to Flash, you’re lucky because tweens will be way easier to learn (and less quirky) than before. Bonus. (and more about this below)
Why tweens have changed in CS4
So lets look at some of the reasons WHY tweens are changing in Flash before we look at the “how”. Why would you want to relearn something that worked pretty well before? Why would and how could you improve upon perfection? (heh heh) Good question. There are lots of reasons why new tweens are better and will be worth investing the small learning curve for:
- you cannot break a new motion tween – no more “dashed arrows”
- as such, new tweens are easier to use: you directly manipulate objects on the Stage without needing to always think about keyframes. You don’t even need to add keyframes – just manipulate the object and the keyframes are inserted for you.
- granular control over each part of a tween.
- motion paths are shown right on the Stage for all tweens. Highly visual, and directly editable.
- you can use the new Motion Editor with new tweens
- as such, the Motion Editor means tweens are more powerful in general: each property and keyframe on each property is accessible and editable independently. You can tween alpha separately from rotation separately from scale (etc).
- in that Motion Editor you can edit individual properties on a graph
- you can use the new 3D model with new tweens
- you can give your tween an instance name and then give other instances that same tween at runtime
- new tweens are easy to stretch by just dragging the span in the timeline
- new tweens have new eases, which have advanced (and very cool, better, enhanced) eases
- you can create/apply custom eases that do not need to end at 100%
- you can save a tween as a preset and reuse it in that or other documents
- new tweens are easy to move now – either on the timeline (drag the tween span around), or on the stage by selecting the motion path and just moving it on the Stage (lets just say it is WAY easier than edit multiple frames).
- motion paths in general are easier, and you no longer need motion guides. The motion path for a tween is attached right to the tween.
- you can apply a new instance to an existing tween by just pasting it onto a tween to swap it out, drag a new instance from the Library, or use Swap Symbol. you can even have a tween without an instance applied to it, and all properties of that tween will be saved until you apply an instance to it.
How the new tweens are different:
The main difference between old tweening and new tweening is that old tweens create animation between two instances. So you have an instance at frame 1, a different instance at a keyframe at frame 5, and Flash calculates what the animation should look like between those two instances.
The new tween model tweens a single object on a span. This affords many new possibilities, like swapping out the instances, move the tween around the Timeline easily, apply the tween to multiple objects, saved as a Preset, scale the tween longer or shorter so its slower or faster, and so on. But it also means that the way you approach creating a tween changes. The first thing you’ll notice one day when you can install Flash CS4 is you don’t need (or want) an end keyframe before you create a tween — you don’t create your keyframes first and then “Create Motion Tween”. Instead you create the tween and then just change the tweened instance where you want the change to occur and the keyframes are inserted for you (or, you can insert them yourself on the span after you create it).
So remember: Create the tween first, then make your keyframe changes for that tween.
And on the subject of keyframes. Because of these changes, “keyframes” within a tween span (after the first frame of your span) are not true keyframes anymore. They are not instances of a whole object – they instead represent property changes within a tween. That’s why we’re now calling them “property keyframes”. And they look like diamonds:
So the “keyframe” is at the first frame of the span, and subsequent changes are at property keyframes along that span.
We’re working on an article for the Developer Center about migrating from the Way of the Old Tween to the Brand New World of the New Tween. Watch for it. It will contain a bunch more stuff like the above, and if history repeats itself the article will be thoroughly edited by other people so it sounds smarter and is easier to understand.
How you will be making new tweens when you get Flash:
- You will draw something on the Stage.
- You’ll right-click that something and choose Create Motion Tween from the context menu, and then click OK to convert it to a movie clip (if you are working with an instance, you wouldn’t see this dialog).
- The playhead will be at the end of the span that was magically created.
(click for full size)
Then you just move/transform/etc the thing you drew, then scrub the playhead.
That’s it. If you moved the object, you would see a motion path on the Stage (the line with the dots over it) —
And you would be able to bend that motion path (or with the Subselection tool) to change where/how the graphic animates.
You can even draw something with the Pencil or Pen and just paste it onto your tween. Motion paths just got a whole lot easier too – no more crazy guides and snapping objects.
Of course, this is only one of the tons of things you can do. For example, you can even tween 3D: Make sure you have Flash Player 10 installed to see the 3D: http://www.adobe.com/go/getflashplayer.
VIEW FULL SIZE ANIMATION (need Flash Player 10)
But that’s another blog post. Oh, and we’re working on the ‘Animation Learning Guide’ (another Developer Center article) for this latest Flash release, which will explain how to use all of the different tweening features. And maybe a bit of 3D.
And if you aren’t completely sold (or there’s something you can’t do with the new one), we left the old way of tweening in there for ya.
Would love to hear your questions, or Motion subjects you’d like me to cover especially leading up to the software release. What do you want to hear about?
Blog news:
Now that CS4 can be discussed, this blog is changing – but it’s for your benefit. This is no longer a solo gig of mine, I’ll be sharing Flashthusiast with the true stars and much smarter members of the motion team — the ones who actually develop the stuff. So if you like animation, or you just need to use it, read this blog and let us know what you think of new tweens in the comments (love or constructive hate welcome). Once you have Flash CS4 and can actually use this stuff, of course.
Shafeek says
wOw more professional- Time line changed makes a real change :D
and seams its perfecto – dont have money to purchase CS4 :(
amidude says
wow…very nice. I just saw this and the intro over at gotandlearn. It’s looking like CS4 is going to be a really sweet tool to use. now i just need to brush up on my Actionscript. :-P
Chris says
CS4’s tweening has way more quirks than the ‘classic’ approach, and it has more bugs than a london prostitute in winter, trying to get a simple thing as a tint to tween between those fiddly ‘keyframes’ is like wrestling with yourself. No matter how much you try you’ll just end up hurting yourself.
Vic says
The first thing I’ve noticed about CS4 after using it for 2 days is that it constantly crashes. :-/ I’ve literally lost part of my work about three times in 2 days. If I ever had that problem with CS3 it was extremely rare. (Mac ver.)
Jen deHaan says
@Chris: Can you please let us know about the bugs you’re seeing? We need to make sure we know about existing workflows that may not be covered, or anything else. It’d also be great to know what you’re experiencing regarding the keyframes and tint – I’ve used it a lot for many months and find that it’s way easier now. It’d be helpful to know your workflow there, if it’s different and awkward we can try to improve that, or perhaps help with something that’s easier in the meantime.
@Vic: Can you please let us know what your system specs are and what you have running?
@Greg: You can edit motion paths just like regular paths. Select the Subselection tool and the path, and you get bezier controls just like a regular one. You can also bend and manipulate a deselected motion path like you can regular lines with the Select tool.
greg Hervey says
It seems really complex motion paths are nearly impossible to create since you can’t edit the motion path the way you edit regular lines. (How could you make an object move through a maze with the new tweening??)
Superpositivo says
Greg.
I found a curios way to break the curve:
– On the same first key frame, move justa little your object.
From that moment, you can move the path as a regular stroke.
It’s pretty strange, but it works.
Jen deHaan says
@Greg: Yes, they are slightly different after they’re a motion path when it comes to Add Anchor or Eraser. You can however achieve that functionality in slightly different ways: you can add an anchor point by inserting a position keyframe on the path – that will add an editable point.
The eraser would have limited usefulness on a path – you could only erase the end points because a motion path cannot be erased anywhere in the middle (a motion path cannot be broken – must be a solid line). So dragging the ends to edit the length with the Selection or Subselect should achieve the same result as an eraser, and is a lot faster.
If editing the path as a line is absolutely what you want to do, you can actually just copy and paste the motion path as a plain line, edit it as such, and paste it back onto the tween.
greg says
I did manage to delete the entire motion path and replace with a line copied from another layer, but it still seems that unless you take that roundabout method, motion paths aren’t as editable as regular lines (can’t use the eraser on them, or add anchor points with the Add Anchor Point tool. I can only manipulate the original two points and Bezier handles. (am I missing something?)
Jen deHaan says
@Joel:
Yep, that’s correct. The new tweening model essentially exposes the way Flash has always worked, in a way. Flash Player only supports one color effect per instance, but in the old model you could interpolate between them. For example, if you had a tint on a first keyframe (instance) and “none” on the second keyframe (instance) Flash then interpoates between what looks like 100 to 0, but in actuality it’s between a tint and no tint.
The new tweening model has one object per instance. This is great for many reasons, but it does mean a change in this regard – you have to tween a single tint instead of using “none” in that way (which as you notice affects the entire tween). In the new model this does make “sense” because it will work like filters and all other properties – but it does take some getting used to. A tint/filter is applied to a tween (so even adding a filter mid-tween adds it to the entire tween span because it’s added to the instance itself — the motion object).
It’s important to remember that “keyframes” are not the same in Flash CS4. In the middle of a tween span you’re adding a *property change*, not a keyframe. A keyframe in a traditional sense is a copy of an entire instance. A tween span only has ONE instance, so the only true keyframe is on the first frame of a tween span. All of the little diamonds along a span are changes to the properties, not new copies of an instance. So if you add filters, change color effects, etc – you affect properties that exist for the entire tween. So if you add a tint, filter, anything – it happens for the entire tween, then you need to be attentive to how/where you change the values (becuase of auto-keyframing).
This is beginning to sound like a new blog post :) Good topic you brought up!
Hope that helps,
Jen.
Joel says
Not sure if this helps, but I’ve noticed that with Tinting between keyframes on a Motion Tween, if you set tint to 100 on frame one, and then move to frame 10 and change the tint to “none”, not “0”, flash will not auto keyframe. However, if you set tint to “0”, flash will auto keyframe and the tween will work.
I know for myself, this was a big learning curve change to the way I use the tool. I used to tween with Tinting 100 to “None”, and this would produce a tween. Now, when you set the drop down to “None”, flash removes all of the auto keyframes.
Another thing that’s kind of weird about selecting “Tint” on a frame somewhere down the timeline, is that the default tint color is set on the first keyframe (red), even if opacity is “0”, you get red tints inbetween 0-100, up to your specified color in the keyframe you added a tint to.
Traditionally, I would go back to frame 1 and set Tint to none, (which you used to be able to do). I guess the workaround is going to frame 1 and manually setting the tint color to the tint color you set in frame 10 and setting the opacity to 0, if it’s not already at 0.
Jen deHaan says
@Shmamy – Flash CS4 has the same older motion model, and it’s the same as Flash CS3 and 8, so you don’t need to learn the new motion tweens if you don’t want to. When you right-click a span of frames, choose Create Classic Tween instead.
I understand it’s a change (I had to learn it myself) but after a week it felt pretty natural, I found myself having to think to go back to the old ones :)
Shmamy says
That makes no since. I tried to make it work a million ways and it doesnt work. I’m so good at flash 8 and cs3 becuase they are bassically the exact same but throw cs4 at me and its useless. The only reason I installed it was becuse I couldnt get a free trial of flash 8 from adobe cuz they are retarded and took it away. -sighs- why do they have to make something so flawless and simple and make it more confusing then ever. Why do they make us relearn everything we already know.
Jen deHaan says
Hi Burt,
There are a couple ways to copy the animation to new layers and speed that up – you can do either of the following:
* Hold the Alt-key and drag the tween span to the other layer. That will make a copy of the tween span on the new layer (this is probably the fastest way – I do that to stagger the same animation on a different layer.)
* Copy the animation as a motion preset (right-click the tween span and choose Save As Motion Preset), and apply it to instances on new layers. This is useful if you already have the instances laid out and you want to then apply the same animation to them after the fact.
* Copy and paste the frames. Right-click the tweened frames and choose Copy Frames from the context menu. Go to the new layer and right-click again and choose Paste Frames. This is probably the slower way to do this – Alt-drag is a much quicker way to do the same thing. This is the way to copy/paste a portion of a tween span or multiple layers of frames, though.
Note that it’s also easy to swap out the target instance of an animation after-the fact (meaning you might Alt-drag to copy a bunch of tween spans over and over, and *then* change the instances that are animated). Say you want to change the animated letter in your animation described above. All you need to do is create the new instance, and paste it onto the tween span or drag it from the library. You’ll be prompted “do you really want to change the target object?” and click Yes. Then you’ll have exactly the same animation, but a new instance is animated instead.
Hope that helps!
Jen.
Burt Shulman says
Hi — I’m new to Flash and using CS4. Simple question I can’t seem to find an answer for: how can I copy a motion tween and paste it onto a new layer. I’m creating a computer network animation and I need to have letters and dots continually move along static dotted lines, starting at one static computer graphic and ending at another. I did the first one by laboriously creating the same motion tween over and over, and staggering them on different layers along the timeline. I KNOW there’s an easy way to do this. One way would be just to copy the first one, and paste on multiple layers, as noted above. How can I do that?
Burt Shulman says
Thanks, Jen. I actually worked out the third — slower! — way to do this, but now I’m going to try the first way. Is the Alt-key method for Mac or Windows (I use a Mac)? I’ll try it in any case and let you know how it goes.
And yes, this is wonderfully helpful. I’m actually awed at how quickly you’ve responded. I can already see that this is a wonderful blog; I’ve been using the Lynda videos and will keep doing so for the overall training, but I’m so grateful to you for your quick, smart response!
Burt
Burt Shulman says
Thank you thank you thank you!!! Worked like a charm! Did I say thank you??
You made my day, Jen.
Such a huge thing, though I’m sure it seems simple to you!
Stay tuned for more beginner’s questions.
Gratefully,
Burt
Burt Shulman says
Jen:
Now I’m trying to get my SWF Flash movie to dynamically resize in whatever size browser window it’s opened in. For the site I’m trying to make this happen in, I can’t use the HTML file.
Any way to do this?
Thank you,
Burt
Jen deHaan says
@elle:
That’s a good question. I’m not sure for the reason behind it, but there are limitations regarding copying armature frames. This means there doesn’t seem to be a way to do this in a single step. What you can do however is just select the armature and press F8 – that will put that armature inside a movie clip automatically. Then you can copy the tween from the main timeline (say, select and right-click and choose Copy Frames), and then select a frame inside the clip with the armature and choose Paste Frames.
Hope this helps,
Jen.
elle says
Hi, im new to cs4 from flash 8, a bit of a jump and also feeling a bit thick, hopefully you can help. I have an animation on the main timeline, including armiture animation (seems a great function at first glance!), all i want to do is cut/copy all frames and paste these frames into a new movie clip maintaining all animation, so that i can have multiple animations on the page…the option to copy all frames is frustratingly greyed out, and select all keyframes is the only option. Im guessing there is a new funky way to achieve this? Thanks, Elle.
Bkanui says
Is there any way to save Flash CS4 to CS3 without loosing the Motion Objects?
My son’s school only has CS3. We can only get CS4. So we need to be able to save as.
He and his friend have worked all night and just found their motion objects are LOST?!
Any possible recovery options?
Thanks,
Bethany
Jen deHaan says
@Bkanui: Motion objects are a CS4 feature, so unfortunately there isn’t a way for earlier versions of Flash to recognize these new objects/tween spans/features. Save as will save the animation as frame-by-frame animation. There won’t be a way to save as an earlier version and continue editing. You could export new motion objects as any version of SWF, which you could then load into a CS3 project. Or, you could work with the frame-by-frame and add additional new tweens in CS3.
@Kathryn: Timeline effects are deprecated in Flash CS4. There are now motion presets that you could work with instead. They’re available from Window > Motion Presets. There are previews of how the animations will look in that panel. All you need to do is have your object selected, and click Apply. Hope that helps!
Kathryn says
I’m new to Flash CS4. How can I create a Timeline Effect>Expand on text that I learned in CS3? It’s been a learning curve figuring out where the tools and effects are located in CS4.
Thank you, Kathryn
Sathish says
Hi,I have an Question regarding the motion tween.when i am using an 3D rotation to a movie clip with the motion tween i am not be able to get the full 360 degree animation.For example i am animating a logo which will zoom in and have to rotate in 360 angle.This animation is not working.Any other ways to do this???
Karl says
Hello,
I’m trying to make a motion tween and also changing the ease from 100 in the beginning to -100 in the middle. But it seems that the same ease applies to the entire tween (although i added a new property keyframe where i wanted the change to occur).
What to do?
Jen deHaan says
Well, the reteaching part of those 1000 words is pretty short. The new tweens are (and were made to be) easier for those new to Flash while giving a lot more functionality to those who need it. Our masses of overtime and weekends devoted over several years was certainly not borne out of hatred or wanting to hurt users. Creating a tween via right-click and dragging it across the Stage is easier than creating a couple keyframes that differ and creating a tween afterwards to link that up (and running into broken tweens). And creating motion guides was way more difficult and accident prone than it is now.
But not sure why I’m bothering writing any of this. I encourage you to check it out at least (learning what it is, reading about it, or even trying it out) before sending your own hatred along.
Stanley Holditch says
THANKS A LOT. You took the only thing in Flash that was simple and made it so complicated you need a 1,000 word tutorial to reteach it. If your only way of improving your software is by making it infinitely more complicated and hard to use, please stop trying to improve it. I will now try to read through this novella that explains how to do something I used to be able to do by clicking a button. Bravo geniuses. Your hatred for your users is truly extraordinary.
Jen deHaan says
Hi Oliver,
The Copy Motion as XML unfortunately copies the XML for classic motion tweens as opposed to the new XML for the new tweens. To get the XML for the new tweens you can save the tween as a preset and then export the XML from there (select the tween preset and choose Export from the preset panel menu). Sorry about the confusing menu option.
Jen.
Oliver McGinnis says
So far the CS4 IDE is looking great and I’m loving the new tween xml schema. I’m having trouble with it though. I create a motion tween that lasts 30 frames and tweens several properties (i.e. x, y, blur) each with different easing equations. I get it looking real nice in the IDE, select the tween in the timeline, click Commands -> Copy Motion as XML and paste it into a new xml file. Then I create a new document class, load the xml, create a new Animator instance passing in the loaded xml, and a custom Shape object, add some MotionEvent listeners, and call play() on the animator instance. The code works in that all my MotionEvents get fired, but the object doesn’t tween (it just sits at 0,0). So, I opened up the xml that Flash CS4 exported and what surprised me is that it only had one Keyframe node with an index attribute of 0 that defined a BlurFilter. The motion tween I build in the IDE had only a single object keyframe, but multipe property keyframes. I figured the exported xml would have captured the entire motion tween, but it appears as though it only captured the first frame. Any thoughts?
Oliver McGinnis says
Perhaps I should also mention that I manually added a second Keyframe node with an index of 30, defining a BlurFilter of different values than the first. When I published the swf, it worked, but instead of tweening it just snapped (i.e. at frame 30 the Keyframe blur I added kicked in but it was jarring). It didn’t tween smoothly. At the core of what I’m trying to do is define a complex animation in the IDE (tweening various properties at different keyframes with different easing equations), export the xml that describes that tween, import the xml into my AS3 code, and apply the tween to any number of custom display objects using the Animator/Animator3D classes. Is this possible? Thanks very much!
Oliver McGinnis says
Wow. That was a quick response. Thanks! I’ll give your suggestion a try and let you know how it pans out!
Oliver McGinnis says
Hi Jen,
So, I’m a little bit confused. I read through John Mayhew’s article “Understanding Flash CS4 Motion XML” which describes exactly what I am looking for (an xml description of a complex tween). That all makes sense. What confuses me is whether or not I can take that xml, load it at runtime, and use apply it to custom display objects. Basically I want to re-purpose the tween as it was defined in the IDE and apply it to objects dynamically via AS3 code. Am I on the right track here? The AS3 documentation leaves something to be desired regarding this functionality. I’m not sure if I should be using Animator/Animator3D instances to do this or a combination of Motion/MotionBase and AnimatorFactory instances. Can you clarify? Thanks very much! I appreciate it!
Ø
Kevin C. says
Hi- New to this board-looking good.
I’m a professional animator of many years standing and have done a bit of flash work for higher end clients, including Safeway and a solar energy company in San Francisco:
I recently upgraded my Mac to a 24″ Imac and have upgraded from Flash 5 (!) to Flash CS3. Finally!
I am studying the books “Flash and After Effects” by Chris Jackson and “How to cheat in Adobe Flash CS3” by Chris Georgenes. I am MOST interested in the concept of depth, using flat animated Flash layers and X, Y and Z space. I have heard that Flash CS4 now has 3D features—will they enable me to create the depth I can get importing animated Flash layers into AE and using the 3D features in After Effects? Doesn’t importing Flash elements into After Effects and rendering quicktime movies defeat the purpose of creating complete movies in Flash with their low bandwidth?
Thanks a lot—hope I posted my questions in the right spot!
Jackie says
I owe you big time!
Thurs, Fri and Sat night I spent trying to do one stinkin’ tween. Then I found your article. I’m a video guy that use to use Swish. This was a wild ride. I guess I can take the one bullet out of my gun and stop spinning the chamber.
Thanks,
Jackie
Jen deHaan says
@Kevin C: Flash CS4 has “2 1/2 D”, so it is different than the 3D that you have in After Effects. Export for Flash Player vs. raster video means that these kinds of features have to be handled quite differently. That said, you could export to FLV instead of QuickTime from After Effects if you would like something to show in Flash Player (not a new feature, but may help achieve what you’re after). Or, you could use the native 2.5D in Flash — it may create that depth you’re after – there’s a lot that you can do with tweening, rotation, and vanishing point while keeping your bandwidth low. You can create some pretty cool panning and zooming effects, for example. This article on the Dev Center may help out: http://www.adobe.com/devnet/flash/articles/3d_support.html
Also, if you use ActionScript or are into proramming, there are 3D engines for Flash (such as Papervision) that can take your work even further and can keep the bandwidth at decent levels.
@Jackie: Glad it helped! ;)
Jen deHaan says
@Oliver: That way of working with the XML only works with the classic tweens – the new XML format for the new spans is very different. There are two ways of working with the new tweens – you can use tween instances, or ActionScript 3.0 (which is also different – you can copy motion as AS3 as per usual to check it out).
Tween instance will let you repurpose the tween and apply it dynamically to instances, so it may work for what you need to do. Essentially you take your tween and give it an instance name (just like an instance name on an MC), then you can target it wherever in your FLA. I have posted about it and linked a few sample files on earlier posts. Check them out and see if it’ll work for ya:
http://flashthusiast.com/2008/10/12/new-motion-and-tween-instances-flash-cs4-presentation-flashcamp/
http://flashthusiast.com/2008/12/10/flash-cs4-example-spray-brush-tween-instance-new-motion-as3-fancy-jsfl-profit/
margie says
how do I do an alpha tween? nothings seems to be happening!
Jen deHaan says
Hi Margie,
After you create the motion tween span, move the playhead to where you want the alpha to change. For example, if you want it to be invisible at frame 20, move the playhead to frame 20 and change the alpha amount in the Property inspector to 0. The tween will automatically be inserted for you.
Does that help?
Jen deHaan says
@JJ: Have you updated Flash since installing (Help > Update)? Make sure you are running version 10.0.2, which has many performance fixes and improvements. If you still experience problems with the updater, please let me know the details — if you have any files you can share, this would help determine what the issue is. (jdh (at) adobe if you want to email instead)
Jen deHaan says
@JJ: When comparing side-by-side (the steps), in all the ones I’ve outlined for users the steps for the new motion tweens have fewer steps from start to finish for the same thing. The one exception is easing between keyframes for X and Y properties only (we knew about this limitation and it’s something we’re working on).
If there’s a process that seems longer, please let me know what you’re trying to do and I may be able to help with steps that make it easier for you. There is a learning curve, but the additional capabilities new tweening offers can make it worthwhile, and this hence hopefully makes the program better (after all, the old tweens are still available).
J.J says
Hi, I’m running Flash CS4 on Mac OS 10.5.7, 2.16 GHz Intel Core 2 duo, 2GB 667 MHz DDR2 SDRAM.
Since I installed CS4, it takes much longer to start the program and crashes constantly.
Do you have any suggestions?
Thanks.
– J.J.
J.J says
Thanks for the reply. It’s 10.0.2 and I installed it couple days ago. I think adding another layer, “Motion Layer”, is definitely a refreshing feature but doesn’t make the program better or easier. Actually I think it only adds extra steps to create simple tweening.
Oliver McGinnis says
Hi Jen,
Thanks for the update! I am familiar with exporting the new motion tweens as actionscript, but wasn’t necessarily interested in using the code it produced… I don’t code in the IDE (I use FlashDevelop), and typically use 3rd party tween engines like Tweener and GTween. Anyway, we figured out a pretty cool workflow for creating a new motion tween, saving it as a motion preset, exporting the motion preset as xml, importing the xml into flash, and recreating the tween dynamically, allowing us to apply the tween to custom objects at runtime. This is really great b/c it allows designers to craft complex motion tweens in the IDE using a dummy object that can then be applied dynamically to custom objects at runtime!
Gina says
Dear Jen,
Thanks for sharing all these fantastic info with us! I’m a begiiner of Flash CS4. But it seems like CS4 is not mature enough. It got many problems that CS3 doesn’t have. EX. sometimes when you transform the item in specific angle, the length sometimes change unexpectedly. Anyway I guess there’s still a long way to go! XD
Jen deHaan says
@Gina: Please post examples if you have them. We have some known issues with IK, but the transform changes in motion are all preexisting issues that have been in Flash for eons (some are just easier to run into with hot text controls being more flexible than the old ones). However, if there are some other cases it’d be good to make sure they’re filed. Thanks! Jen.
JOe says
Screw it I’m not learning this. I’m using Javascript to animate everything now. Screw Adobe. JS works on the iPhone too.
Grant Campbell says
Hi,
I’ve inherited a website – http://www.tasmanrevival.com/ and I will need to edit the first page from time to time (Flash). I have the original .fla files and I only have Flash CS4. Not sure which version of Flash the originals were built in, but opening in CS4 I can only see 35 frames – not enough to go through the whole thing. I can see the whole lot in Flash player though. Any clues on what I’m not doing right?
Thanks
Grant
Jen deHaan says
@Grant: The first thing I’d check for is whether there is more than one scene in the document. Go to Window > Other Panels > Scene and check there. You could also check in the Library and see if there is content nested within Movie Clips. The Movie Explorer (Window > Movie Explorer) might also help here.
Jen.
Jen deHaan says
@Grant: Yeah, it sounds like the content is inside of movie clips (it could also be loaded in if you were provided with any additional files alongside the FLA). Have you tried going through the Library and double-clicking each movie clip? That might be a bit less frustrating than dealing with the stage. Those movie clips can be so awkward to open, as you’ve noticed.
Wow – two days in and dealing with inherited files! That isn’t a fun task to start out with! (even after 10 years, it isn’t fun…)
Grant Campbell says
Thanks Jen,
As it happens I’ve found the missing frames – now 80 – by changing the preview mode to outlines and double clicking almost anywhere in an outline the extra frames have shown up. (BTW I’ve only had Flash for two days) In preview modes other than outlines, double clicking only produced black screens. I’m not sure if all that’s a result of a non-CS4 file though. There was only one scene listed and nothing more revealed in Movie Explorer.
When I show the extra frames the Window displays ‘mc site’ next to Scene 1, if that tells you anything.
Thanks for your suggestions anyway.
Regards
Grant
Jen deHaan says
Hi Fady,
I have written an article for migrating from old tweens to new tweens, you can find it here: http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html
A complete animation guide is here: http://www.adobe.com/devnet/flash/learning_guide/animation/
Hopefully these will help you learn the new ones. If you have further questions, please let me know!
In regards to timeline effects, those have been deprecated. However, you can now use Motion Presets that are pretty flexible and more plentiful in CS4. You can find them under Window > Motion Presets (just select an instance on the Stage and click Apply to get started).
Jen.
Fady Al Aaraj says
Hi Jen i want to ask you i’m having some problems with motion tween. I hope you could help me with links to lessons cause i love to learn. I learned Flash CS3 by myself but now i’m finding Flash CS4 it difficult in some ways.Now the timeline effects are gone, in CS3 you go to insert – timeline effect – select one of them.
you see i consider myself a beginner in Flash cause i taught myself and need more experience.
Hope you will help me with your opinions. thanks.
blah says
I’m under Linux with Firefox and the flash-animation don’t work.
marquize says
i think with the CS4, you.. the guys from adobe ruined everything, not only that the new tweening is a lot more complicated than the classic ( for example i can’t move the “diamonds” so i could have from point A to pont B 5 frames of ease in and then from point B to point C 30 frames of ease out, if i try to move one of you so called “diamonds” the whole timeline span moves, you guys also changed flash’ interface in a horrid way to be honest, such as the properties inspector which was well aligned bottom on the horizontal in cs3 and flash8, now it stands top right and if you try to move it btm the properties would not stay alligned on the horizontal, they would be alligned on the vertical and you will have to scroll up and down for each little thing you want to use or change such as coorodinates, mc properties any many more which i repeat in cs3 could all be viewed in one second in the horizontal allingment on bottom.
marquize says
and how do i get an animation to loop perfectly ? i mean i want to have the object in the same place the animation started and it figures if that i have let’s say, 3 keyframes, 1 start, 2 middle,3 end (which is the same place, w and h as on frame 1) when i edit the 2nd key frame and make a 3d rotation let’s say the 3rd keyframe of the animation gets the properties of the 2nd keyframe which i just edited instead of keeping it’s properties, between key2 and key3 basically there is no animation now… this new tween is weird, please explain to me why this is happening Jean. thnx
Jen deHaan says
@marquize:
You *can* move those diamonds like any frame in span-based selection: hold Cmd/Ctrl and drag it to a new location. This is in the resources listed in the comments above that help with learning this new feature:
http://www.adobe.com/devnet/flash/articles/motion_migration_guide.html
A complete animation guide is here: http://www.adobe.com/devnet/flash/learning_guide/animation/
Also, the documentation and this blog covers this and more.
To get an animation to loop perfectly, you will want to copy the properties from the first frame of the span to the last frame. Select that frame (ctrl/cmd click), right-click and choose Copy Properties. Then repeat at the last frame and choose Paste Properties.
I think in your scenario above, the quickest way would be to create the tween, set up the first frame how you’d like it and the last one to look. Then go to the middle keyframe, make your revisions. Then go to the last frame and paste the properties from the first as outlined above.
I think the main thing to remember is that you are animating a single object – a single keyframe at the beginning. The diamonds are property keyframes, NOT full keyframes. You are animating properties along a span, not re-creating full instances of them. This allows you to tween properties independently, which opens up a whole new world of possibilities for animation. However, it does involve a bit of learning to understand how it works. I hope the above linked resources help.
Amanda M. says
Jen, I have been pouring over the documentation and running tests with the new Motion Tweens for a couple weeks now. I’m a Flash Engineer and the majority of what I do is allowing designer-created content to work dynamically in the run-time environment. Naturally, the new ability to give an author-time created tween an instance name and to apply it to a run-time created object is PERFECT for what I do. However, I’m running into a few problems, and I feel like the documentation can’t get me any further. You seem to be the person to contact for help and this seemed to be the best place to get a hold of you.
1) There appears to be a bug with the pause() and resume() functions of the AnimatorBase class. Pausing/resuming ANY AnimatorBase pauses/resumes EVERY object that is the target of ANY AnimatorFactory. In short, if you pause or resume one motion, all objects are paused or resumed, even if they’re using completely different motion tweens. While this appears to be a bug, it isn’t hindering my specific development because I’m only using it when I want everything to pause/resume. Regardless, I would like to know what’s going on here.
2) Once a Motion Tween has been defined (in the authoring environment by a designer) and given an instance name, it appears as though there is no way to alter the duration of the tween at runtime in AS3. Now, I know that you can change the duration of a Motion, but this just adds keyframes to the end that contain the same values as the final keyframe. What I want to do is the equivalent of stretching the motion tween on the timeline — moving out the property keyframes so that the same full motion tween occurs over a longer period of time. It appears as though this is not possible. Am I missing something? Because this ability would be PHENOMENALLY useful.
I know there are other issues I’ve been struggling with, but these are the two at the front of my mind right now. Overall, this is very exciting stuff that will allow to do a lot that we were unable to do before. If you don’t want to respond here, feel free to email me. Thanks in advance for the help!
jon says
So far I can’t use it. It won’t let me add keyframes after the tween, which pretty much ruins my whole project. Why can’t other keyframes be inserted on the same layer as the tween anymore?
Jen deHaan says
@jon: Keyframes can be added after the tween. Right-click or use standard shortcut F7 to insert a blank keyframe to add new content, or simply drag static content to the tween layer. The only limitation is you cannot have classic/shape tweens on the same layer (technical limitation).
@ AmandaM: Excellent questions! We’re very happy and excited to hear that you’re finding the tween instance feature useful (I love it myself too for everyday projects). I spoke with a developer about your questions, and this was the response I received:
1) It sounds like you’re running into a bug that may be fixed by a related issue in a future build. We have a public beta coming out soon, and according to the dev the bug should be fixed in that. If you were able to test your project in this when it’s out, http://labs.adobe.com/technologies/flashcs5/, it’d be great to confirm that’s indeed the case.
2) According to the dev, it’s not possible with the way things are currently implemented. ‘All the calculations are done by the flash application when it outputs the SWF and it factors in the number of frames when it does the math. All the AS code has is the final results of that math and not all the info about curves, eases, etc.’
Hope this helps, and let us know any other questions you have!
Thanks,
Jen.
Amanda M. says
Jen, thank you so much for the reply!
1) Regarding #2 from my first post, after playing with things more, I figured that was the case. It’s too bad, but what the dev said makes perfect sense — when the .swf is created, a “snapshot” is taken of the Motion Tween that can’t be altered, kind of like when you right-click and select “Copy Motion as AS 3”. It would be nice, however, to be able to read those property arrays. It would allow you to, essentially, modify the animation by hand in the code. When creating a Motion Tween with code, you can use the addPropertyArray() function, but you don’t seem to be able to get those properties after the fact.
2) Related to the above, I would like to be able to duplicate a MotionBase so that I can alter it in code at runtime without affecting the original. Since the MotionBase constructor requires an XML, and since there isn’t a way to get the original MotionBase’s property arrays (to create a new one with), there doesn’t seem to be any way to create a duplicate Motion. Is there some way to do this that I haven’t found yet?
3) Regarding #1 from my first post, it’s good to hear that a potential fix is in the works. Since writing my initial post and doing a lot more testing, I’ve found similar issues with the other animator base methods. For example, if you stop or end one animator, all the others pause. If you pause one, they all pause and if you resume that same one, they all resume… but if you pause one and resume another, only the one resumed actually resumes. All these issues appear to be related to the same problem — individual animators being linked to each other somehow — so I hope the fix will take care of them all. I will definitely try it out as soon as the public beta is released!
4) I have also come up with another very important question since writing my last post. There seems to be no way to stop a motion tween in its tracks and remove it from the object. The stop() method puts the object back at the beginning of the tween, and the end() method jumps the object to the end of the tween. While pause() does stop the animation in its tracks, a resume() call would start the tween up again. I want to be able to remove the motion tween from the object entirely, while still leaving the object in its current state (mid-tween).
I really hope this is possible, because it’s essential for this new functionality to play nice with overlapping tweens (which our code base currently applies to objects using code alone). You see, everything we do is dynamic and it’s possible that there will be a case where a Motion Tween is applied to an object and then, before it is completed, a different type of animation is applied. I need to be able to stop the object where it is, drop the Motion Tween, and apply the new animation type at that point.
Any thoughts would be greatly appreciated!
Jon says
This has solidified my new path as an actionscript only animator. I regret paying for CS4 and wish instead that I sent a check to Jack and his TweenMax/Lite. This seems like a very frustrating workflow all around. I cant stand it. I guess after 10 years, the Flash timeline is no longer for me.
Cal says
CS4 is extremely difficult to manage/learn. Motion paths are out of wack – especially editing them. A simple walking animation is difficult with CS4! I regret taking a course on this.
Archie says
We have been using Flash as an animation tool for TV broadcast since v4.0. We feel we must take issue with the title of this thread – ‘makes your animations better, faster, stronger’. For our purposes the new Motion Tweens are absolutely useless. They obviously haven’t been designed with nested character animation in mind. CS4 has caused us more headaches than we have time to list here and we deeply regret upgrading from Flash 8.
Erin says
I am trying to find where opacity went in CS4. Is anyone else having problem finding this?
I find the entire CS4 package (Flash, photoshop, premiere etc) hard to operate after years of using pervious versions. The changes that were made to make things easier have only created ended crashes and headaches trying to relocate objects and functions we always used.
If you could let me know where Opacity went in Flash CS4, I would really appreciate it as would my grade 11 students.
website design company in delhi says
1st of all thanks for info. i am making a presentation on flash tweening and this is very helpful to me. can anyone tell me that if CS5 will come then what will they have to do with the tween.
Dave Stewart says
What surprises me most about the new Flash Motion Editor is the fact that when there are so many good motion editors out there in other software, demonstrating not only flexible features but world-class interactivity that we get this dog’s dinner of an animation tool.
The two key features seem to be changing the length of animations and applying easing – both of which however are so draconian that they make everything else a nightmare.
3dsmax does both these features so much more intuitively than Flash, and even After Effects (which has a pretty shit graph editor) manages it better than Flash.
The general interaction with the panel is atrocious as well, with property graphs popping open and shut the whole time, having to constantly drag the “viewable frames” wider when things change. Only being able to adjust one curve at a time. Not being able to drag and select multiple keyframes. Not being able to transform keyframes.
Animation was fairly rudimentary in older versions of Flash, but just when Adobe had an opportunity to make something really powerful that took inspiration from all the best animation packages out there they wasted everybody’s time, including their own.
I am honestly stunned at how bad and unintuitive it makes the process of animation. What a complete mess.
Sonja says
Hi,
great to work with the new animation model! but i can’t still figure out how to create a SWF. 3D Tween on objects are working fine while playing on Timeline (Authoring). But in Export/Testing mode the outpanel says always:
ReferenceError: Error #1069: Eigenschaft null für fl.motion.KeyframeBase nicht gefunden und es ist kein Standardwert vorhanden.
at fl.motion::KeyframeBase/getValue()
at fl.motion::MotionBase/getValue()
at fl.motion::Animator3D/setTime3D()
at fl.motion::AnimatorBase/set time()
at fl.motion::AnimatorBase/nextFrame()
at fl.motion::AnimatorBase$/processCurrentFrame()
at fl.motion::AnimatorBase$/parentEnterFrameHandler()
as temporary solution i converted 3D tween to a frame-by-frame animation, but that doesn’t solve the problem.
Any idea?
i am working with 10.0.2 / Mac
Thanks
Sonja
Keith says
I hadn’t worked with Flash in a few years so you can imagine my horror when I couldn’t get a simple motion tween to work on top of the AS3 thing. I was running around the office cursing Adobe all day. I finally stumbled on this article and now I can get it done. I was this close to having to contract out for something really minor. Thank you so much.
Jen deHaan says
Do you have easing applied to the Alpha? If so, it isn’t a bug — Flash is adjusting the alpha value to what it would need to be for the easing (as it is mathematically dictating the alpha value).
So what you’ll want to do is go to the Motion Editor, disable easing for Alpha (the checkbox), adjust your alpha values (in the Motion Editor or PI), and then reapply the easing.
You may however want to instead ease the Alpha value by applying curves in the Alpha property itself — it’s much easier to get the effect you want that way instead.
Jen deHaan says
@Jenna: To ease the alpha just to the certain frames, just curve its graph in the Motion Editor (like this: http://flashthusiast.com/wp-content/uploads/2008/11/mmigrate-fig09.jpg) — this is affecting the rate of change over time, just like easing, and will allow you to ease in and out from individual keyframes.
This post here has a few more details: http://flashthusiast.com/2008/11/20/flash-cs4-how-to-ease-between-keyframes-using-new-motion-tweens/
Jenna says
Help! Is this a bug??
I’m trying to create different alpha values for my graphic on a motion tween. Start at 0%, go to 100%, stay there, then go back down to 0%, while moving on a path.
I first create the tween, then go in and change my alpha values to look like this 0——100——————100—–0 So the first 0 is the key frame and the other 3 are diamonds. When I try to set the alpha value, the slider will bounce back to some random number as I try to drag it, and also change the other values I had previously set. Is there some sort of special order I need to be setting the values in?
Now, I’m clicking on the diamond key frame I want to adjust, then I select the object, drag the slider to 100, and it bounces back to 99 (typing in 100% doesn’t work either). Sometimes it will bounce to other random numbers, and sometimes it works. This has to be a bug, right??
Jenna says
Ah… I believe that was it! I was trying to ease the alpha just to the first diamond, but I guess it applies it over the whole tween. How can I apply the ease to only certain frames?
Also… how on earth do I move a diamond to a different frame? (sorry I don’t know the technical term for the new keyframes). When I try to move one, it wants to move the entire tween.
Jenna says
Scratch that last paragraph…. I just read through all the comments and figured out the ctrl + click frames. Whew, that was some pretty essential knowledge there.
Lance Drake says
There’s a problem with the inclusion of an attribute in the Export Motion XML’.
The XML created looks like this:
Unfortunately, the attribute, [xmlns=”fl.motion.*”], causes XMLList to ignore attempts to acquire elements into an XMLList object. Removing the [xmlns=”fl.motion.*”] reference then allows the XMLList to be properly and completely created as might be expected. Is this a BUG? Can anyone explain why this happens – or how to remedy the situation without removing the attribute?
The OTHER problem I am having is that I am creating All-AS3 projects where there is only one frame in one layer of the timeline, there is nothing in the Library and there is nothing on the stage – all is performed by programmatically loading/creating objects by way of XML. So, far, I cannot get the Animator class to work in this situation. Is it true that more than one frame is required in the timeline for the Animator class to apply an XML to a Sprite object that has been programmatically loaded and added to the stage?
Lance Drake says
In my previous message – the included EXAMPLE of the XML which presented a problem was removed. Here it is again – with the ‘[‘ and ‘]’ chars substituted for the < and > characters.
[Motion duration=”90″ xmlns=”fl.motion.*” xmlns:geom=”flash.geom.*” xmlns:filters=”flash.filters.*”]
TJ says
“All” I’m trying to do is take an object and tween it from small to large. I selected the vector object, select create motion tween, enlarge it and voila, nothing happens. I tried setting the “ease” number higher, but it’s still 10 frames of the vector object sitting there. This is my third day of frustration. Any help would be appreciated.
Jen deHaan says
@Greg: Steps or FLA? Are you using graphics/looping?
Greg says
ARRRGHH!! I am ready to un-install CS4!!! WHY!!! I have wasted so much time this week. Right now I cannot get nested tweens to work when using the classic tweening. Works fine at a symbol level, whan nested in another symbol, will just jump to last (stop) frame. Very :-(
Greg says
Jen,
I don’t know if the install copy(ies) we have are bad or something but this seems incredibly buggy. Tweens and submovies seem to randomly appear and disappear on the main timeline. We (a major university) have a library of old Flash based material that we need to use as a base for new projects and it seems that everything we touch w/CS4 is now a problem. We have had to rebuild several projects several times and have different bugs and issues each time (mostly w/tween based material). Granted we are attempting to stay in the legacy/classic mode but according to the CS4 support material this was not to be a problem. Extremely unhappy and frustrated. :-(
Jen deHaan says
Yes, AS2 should work as it did. And for AS2 projects you wouldn’t be running into stagecore problems (that sometimes account for disappearances, although we’re only aware of a few things that should be fixed in 10.0.2). I’m not sure what you’re running into, as we don’t have any reported or known issues related to new tweens causing things to disappear specifically, and I can’t think of any that may be related outside of tweens. Unfortunately we would need to have steps or see a file with steps to reproduce to suggest a workaround, fix, or be able to let you know what’s going on (sometimes it’s a workflow change). More than willing to look into it and help out and try to ease some frustrations.
Antti Kasanen says
Please can you tell why can’t we ease position X & Y coordinate properties directly with handles on keyframes like with other properties? The custom ease curve tends to apply erratically on an animation with multiple position keyframes . We get very random results with it and it’s far from intuitive. Often the custom curve applies the position wrong way and what’s strange, can be remedied just by saving and restarting Flash. I have to often split my object animation in multiple parts if I have multiple position changes and I want position easing and everything behaving the way I intended.
Math Notermans says
Actually didnt read all the comments, but because i never made the switch from CS3 to CS4 mainly because of the new tweens that i disliked the moment i met them, i thought (even though CS5 is out now…havent seen it yet) i give some remarks on something the writer of this article states and that’s a common mistake in making and designing tweens in Flash up to CS4.
The point mistaken is the statement ‘Make your keyframes first, and then create the Motion Tween’
Even Adobe evangelists and developers of Adobe didnt know at some point that this order of creating a Motion Tween isnt good. If you instead of this order, use another order… namely first make your Tween and then add possible keyframes.
Whats the difference you might ask?
Well, in the first sample, that most people use…if you want to change keyframes or your basic MC you might need to have to do this for quite a lot, if unlucky all your keyframes.
But if set up a tween in the right order (back from MX to CS3) you could change all of your animation by just changing the basic MC. Badly setup Flashes that i had to fix, took me often hours to go through all keyframes.
Good setup Flashes need only adjustment on the basic MC.
If CS5 brings improvement…well see..
Math
Patrick Schreck says
Is it possible to ease beyond 100 in the Motion Editor? Can I use Easing in Motion Editor to go beyond my final (x,y) location and then back? The numbers on the easing graph go beyond 100, but none of the presets actually go beyond 100. It is also not possible to draw a curve in a Custom Ease that goes beyond 100. I understand that values beyond 100 percent can’t work for ‘alpha’ but the cerainly can for x,y movements and rotations.
Such eases exist using actionscript. The Elastic Class in fl.transitions.easing allows you to set up really nice “spring” tweens. The nice thing is that I can specify the starting and finishing X or Y coordinate in actionscript. Then flash will move my movieclip back and forth beyond the final resting place, decaying the spring motion until it stops at the finishing location. Example:
var tween_handler:Object = new Tween(ball_mc, “x”, Elastic.easeIn, 1000, 0, 3, true).
Can I accomplish this with Motion Editor?
Kristy says
Does anyone know what the issue is with the shimming effect in Flash when you enlarging or decreasing an image? (You see if in the moving building image above in this post too). It looks really bad and my clients are not happy with the way it looks but I’m not sure how to get around this in Flash AND I really hate having to just fade images in and out I want to offer some movement of my images. I have a friend that says I shouldn’t be using Flash for this kind of stuff and I should be using After Effects..which I don’t have. It seems like I should be able to use Flash to simply grow or shrink an image by a small amount to give my animation of images a bit of life. Thanks to anyone who can help!
brenda says
simple animation on CS4 makes me soooooo super angry!!!! ARGHGHHGH!!!!
– I can’t simply copy+move a keyframe in a tween (alt+drag keyframe in mac) to make a pause in the animation, it stupidly (perhaps it’s supposed to be smartly!) adds a NON-WANTED animation in between those frames! I can’t find a way to get rid of that in between animation even in the motion editor!!! ahhhggrrrr!!!
– increasing the length of a motion tween again stupidly! moves all keyframes and if I have a complex animation I have lost all the time organization AGHHHRRRR!!!! I cannot always use F5 to add frames cause I might have some other frames in that same layer later on that I don’t want to be moved!
– the rest I’ll add later when I have a bit more time to relieve my anger :S
– brenda
Jennie Lobato says
Thanks for this! I was looking for a simple, consise and ‘all in one’ explanation of the new way of tweening for a while!!
Very much looking forward to new posts on how to work. I skipped CS4 and went straight from CS3 to CS5 so the differences were even greater for me.
Thanks again!!
Stephen Downs says
It’s a horrible shame that none of this is exposed in ActionScript. Still forced to roll your own if you want to match the power of any of this programatically.
With the spark.effects.animation classes, the proliferation of animation methods in Flash and Flex is increasing and widening rather than unifying. Adobe needs to create a unified, centralized, and fully exposed and documented animation engine.
mdennis says
I have completed my motion path… with some duress, the editing was tricky. My only issue left is how to make the guide invisible. Can you help?
mdd
Mrin says
I would like to know how to edit motion span in cs4, in cs3 or sc4 using classic tween I would just select the part of the frames I want to remove and then right click for remove frames and it would remove my extra frames. In cs4 with motion tween how do I do the same thing.
Please help!
aw says
I’d like to warn people that Flash CS4 tweens have serious glitches where the tween will skip frames and sometimes ever refuse to work. it’s much better to use CS3 or upgrade to CS5.
Johnc says
Hi
You able to create woderful things with flash cs5
How do you stop the annimation once you made one ?
johnc