The problem i'm having with the new motion tweening is trying to make the last frame of the animation exactly like the first one. I need to do this because i'm trying tocreate smooth looking walk/run/breathing etc animation cycles. How do you make the final frame of the loop match the first frame of it?
I'm getting the following error: Motion tweening will not occur on layers with ungrouped shapes or on layers with more than one group or symbol. I don't have any ungrouped shapes (it's all text), each layer has 5 instances of only one symbol (keyframes), no objects are grouped and text is all static text.
When watching the animation, the first word (web) looks fine, on the second word (design) the tween fails on the last couple of frames of that clip (the blur filter disappears), the third word (and) is OK, and on the forth word (development) the blur filter is not applied to the last 16 frames of that clip.I broke each animation into its own MC thinking that was causing the issue, but that didn't fix anything.
I created an animation of a wildfire progression which includes 31 hourly perimeters showing the fire spreading. I created motion tweens 24 frames long for each perimeter and tweened the alpha from 0% at the beginning of the tween to 100 % at the end of the tween. Each tween is the same number of frames, and same frame rate, and all in the same scene. when the animation starts each perimeter is displayed for about 1 second, by the time the animation reaches near the end, the perimeters and durations are almost 6 seconds long. I want each to display for the same amount of time. It looks like the tween is adjusting its length to accommodate for the magnitude of change occurring in the scene.
I am getting the error message: flash cs3 "Motion tweening will not occur on layers with ungrouped shapes or on layers with more than one group or symbol".I have only one symbol in the layer, a graphic.Does anyone know how I can correct the "problem"?
I have two files one is called tween_start.fla and the other is called tween_end.fla I am trying to create a motion tween where the animation begins at tween_start.fla and ends at tween_end.fla Each file consists of 7 shapes (it's a tangram if you're curious). At frame 10 of the tween_start.fla timeline I right-click on each layer and do Insert Blank Keyframe. Then I go to tween_end.fla click on a shape and do Modify>Convert to Symbol. Then I go back to the timeline for tween_start.fla, right-click on frame 10 and do Paste Frames or Insert Keyframe. If I do Paste Frames with all of the symbols I've created in tween_end.fla then the shapes end up stacked on top of each other. If I do Insert Keyframe it doesn't insert the symbol I've just created, instead it just keeps the same shapes that were at the first frame of tweet_start.fla. So how do I insert the symbols from tween_end.fla into the tenth frame of tweet_start.fla and then execute a motion tween between the frames?
I would like to create a polygon that changes its shape (circle, trapezium, square, rectangle, triangle) based on specific buttons that the user clicks? An existing shape has to be able to morph into all the others. For instance, the trapezium has to morph to a square, circle, rectangle or triangle.
If I were to create each transition manually, I would end up with 5x4=20 scenes. Is there a way that I can just assign each shape to its own frame, and deploy actionscript to set in motion the transitions from one frame to the 4 other possible frames? I am very grateful to anyone to just point me in the right direction,
I tried to refresh my little flash knowledge -- but I stumbled upon a problem with the new Flash CS4!
When I try to make different blur or alpha effect on one keyframe I got after making the motion tween -- Flash adjust the other keyframe as well (got the same reaction on both keyframes as if it was the same instance of movie clip -- and not as in old flash; the keyframes created separated or independent instances)
The only thing working for me is when I move the movie clip out of the stage on the first keyframe -- and it correctly move its position.
So i have several items on a page, each of which tweens out or in depending on a mouse event. So far i can do Easing on them when they are going out/in but how do i also set up a tween so that it blurs as the come in and out (motion blur) like the ones in the motion presets. I want to accomplish the same motion preset settings but with Actionscript.
I have two files one is called tween_start.fla and the other is called tween_end.fla I am trying to create a motion tween where the animation begins at tween_start.fla and ends at tween_end.fla Each file consists of 7 shapes (it's a tangram if you're curious). At frame 10 of the tween_start.fla timeline I right-click on each layer and do Insert Blank Keyframe. Then I go to tween_end.fla click on a shape and do Modify>Convert to Symbol. Then I go back to the timeline for tween_start.fla, right-click on frame 10 and do Paste Frames or Insert Keyframe. If I do Paste Frames with all of the symbols I've created in tween_end.fla then the shapes end up stacked on top of each other. If I do Insert Keyframe it doesn't insert the symbol I've just created, instead it just keeps the same shapes that were at the first frame of tweet_start.fla. So how do I insert the symbols from tween_end.fla into the tenth frame of tweet_start.fla and then execute a motion tween between the frames?
If I perform a motion tween along a curved path, Flash CS4 does not allow to change the curves to "corner point" or "linear" in the motion editor. URL...
I've been creating a few flash projects for my World of warcraft guild and one of the things I've been working on is this: http:[url].... The achievements are moved entirely by tweens done within a loop. Yet for some reason the 3rd achievement will never retract and I can't figure out why for the life of me.Here is the relevant code:
I'm trying to infinitely loop a bitmap all the way through the colour spectrum using AS3, Tweener and its ColorShortcuts class. This doesn't loop back to the function "tween1":
there is something i just dont get regarding motion with multiple movieclips (from a for loop). I have tried many different approaches, and every time there is either all the clips move in the same direction, other times they only move one direction, other times when i get individual motion for each object they dont move smooth, and seems more too move very slowly across the scene but rapidly back and forth in a small area. I dont have any specific code to show, but does anyone have tips or a place to direct me, cause i dont understand the logic of it, however i want to understand.
I'm making a banner in flash, and are moving some simple objects around.I mainy use vector squares, but when I tween them (classic tween) in a slow motion, the shape starts to "flicker" or "lag". Why is this?I think there has to be something with the calculations Flash is doing, but why can't it make the animation smooth?
I want to tween a movieclip so it changes from squared to trapezoid. Just imagine a text paragraph distorted like the scrolling text in the beginning of Star Wars movies.It would be easy to make the shape and then distort it, but what I want is to tween from undistorted to distorted and it seems that normal tweening only allows skewing, rotation and resizing.Since a picture is worth a thousand words, this is what I want to do (the dog is not the movieclip I want to distort, just an example):This is easy in Photoshop (CTRL+T and then pick a corner with SHIFT+CTRL+ALT) and also in edition time in Flash, but I want the distortion to happen in execution time so it looks like the movieclip is standing up and then falls back.
I have a problem with shape tweening. I have 2 base poses of a man throwing something, made in Illustrator. I imported them in Flash pro CS5.5 and split them. I want a tween morphing animation with these 2 poses. I set up the shape hints and the are all yellow in frame 1 and green in frame 65 (the second pose).
Now its animating very strange, I thought the points will corresponding with eachother, but the morph is quite ugly, all lines draw through eachother.You can see 2 screenshots of Flash and 2 screenshots from the movie I rendered in the files included.
If I have a couple of animations in a single folder, it doesn't look like there is a way to animate the folder as a whole, so is it possible to group all the animations somehow and animate that?
I have uploaded my Dreamweaver CS5 web site and the flash/swf files don't appear.What files are suppost to be with exported swf files when uploaded so they appear on the web on my web site
I'm working on some fairly detailed character animations, and accordingly have made most of the characters parts into graphic symbols. For instance, his hand is a graphic symbol which has multiple frames for each perspective or pose of the fingers, and I set the symbol to the proper frame in the characters main timeline. I've been having issues, however, when tweening these symbols. I noticed this first when I was working on a jump animation and I just wanted the hand, once its pose is in a state which will be used for the majority of its frames, to tween up and rotate with the arm and body. When I create this tween, however, it forces all other frames of that graphic symbol to be set to that same frame. The start and end frames of the tween are set to the same first frame, and even after trying to manually fix the subsequent frames of the symbol, it wont let me. I've triple checked all my symbol names, frame numbers and settings, and anything else I can think of and everything is in place, so I really have no clue why this is happening
Im developing an interactive in wich I use many animations either frame-by-frame (image-by-image) or with an embedded flv in the timeline and I have noticed that all of them don't play smoothly when first played, but once the animation has occured once they play the way its supposed to be. Im assuming is because once played an animation gets into the machine cache or something, so I wanna know if there is any way to force an animation to get into the display cache before is played.
i made a animation with flash, well. i made two animations.i want to put them togheter but i don't now how.so two different filesDesign.fla It has to be:Official Design.fla
What is the best way to convert an animation created in Flash to a .mov file. I've tried the export movie command in the file menu, changing various settings in the publish settings in Flash and and in the Quicktime options boxes. But the resulting .mov file has all kinds of fragments and artifacts. Has anybody had any luck creating animations in Flash and then converting them into a format that can be assemble in iMovie?
I'm fairly new to Flash and I'm having a bit of trouble. I've created two animations. One's a bouncing text animation and the other animation is a series of twinkling stars. I've added a key frame stop to keep the bounching text from looping, but I want the twinkling star animation to continue to loop. Is there any way to have one animation stop and the other loop?
I need to create animations fron a set of jpegs. I can layer selections in photoshop; create symbols in Flash, although When I open a multi-layer psd in FL, don't always get multi-layers in FL. More importantly, what graphic/symbol formats are required for the typical animation techniques (eg, different tweens, bones, puppet).
I have 2 Flash animations, both tweened and working as intended, and now I'd like to make a third flash animation which will be composed of the other 2 animations playing after each other (with a few empty frames in between). How I do this? I tried just adding them to the time line and giving enough frames, but that doesn't do the trick.
I have created an app in CS5.5 for Android and iOS. I have tested on two Android devices and everyingthing works fine. However, on an iPad and iPhone the animations are really slow. Here are some more facts:
1) My project has many scenes and in the problems scene there are upwards of 1,200 frames. But even simple animations run slowly.
2) The frame rate is set for 24 fps.
3) I have created a universal app (iphone and ipad), publish resolution is standard at full screen.
4) Ironically, I have already tried caching as bitmap. That actually slowed my animations even more. I am truely at the end of the line here and don't have any possible solutions.