Shape
Tweening

By
tweening shapes, you can create an effect
similar to morphing, making one shape
appear to change into another shape
over time. Flash can also tween the
location, size, and color of shapes.
Tweening one shape at a time usually yields the best
results. If you tween multiple shapes at one time, all
the shapes must be on the same layer.
Flash cannot tween the shape of groups,
symbols, text blocks, or bitmap images.
Use Modify/ Break Apart to apply shape
tweening to these elements. Or select
the object and use CTRL+SHIFT+G to
ungroup a grouped object.
To control more complex or improbable shape changes,
use shape hints, which control how parts of the original
shape move into the new shape.
To tween a shape:
- Click a layer name to make it
the current layer and select an
empty keyframe where you want the
animation to start.
Create
the image for the first frame of
the sequence.
Use any of the drawing tools to
create a shape.
- Create a second keyframe the desired
number of frames after the first
frame.
- Create the image for the last
frame of the sequence. (You can
tween the shape, color, or position
of the image created in step 2.)
- Choose WINDOW / PANELS / FRAME.
- For Tweening, select Shape.
- Click and drag the arrow next
to the Easing value or enter a value
to adjust the rate of change between
tweened frames:
To begin the shape tween gradually
and accelerate the tween toward
the end of the animation, drag the
slider down or enter a value between
-1 and -100.
To begin the shape tween rapidly
and decelerate the tween toward
the end of the animation, drag the
slider up or enter a positive value
between 1 and 100.
By default, the rate of change between
tweened frames is constant. Easing
creates a more natural appearance
of transformation by gradually adjusting
the rate of change.
- Choose an option for Blend:
Distributive creates an animation
in which the intermediate shapes
are smoother and more irregular.
Angular creates an animation that
preserves apparent corners and straight
lines in the intermediate shapes.
Angular is appropriate only for blending shapes with
sharp corners and straight lines. If the shapes you
choose do not have corners, Flash reverts to distributive
shape tweening.
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