Tài liệu Thiết kế flash với flash cs5 part 38 - Pdf 87

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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
251
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-

graphic symbol to display in a property keyframe.
From the Library of Wow! eBook
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252
Chapter 9
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.
A dotted line in a tween span indicates that there is a
problem with the tween. Makes sure there is only one
instance (the same instance) on each keyframe.
From the Library of Wow! eBook
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Chapter 9 Animating with Classic Tweening
253

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,

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.
From the Library of Wow! eBook


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