By doing this, the trajectory will be adjusted automatically, and the keyframe will appear as a diamond icon. After that, drag the object to the position you want it in the keyframe. For this, select the frame you want to make a keyframe from the timeline. By doing this, we can transform or make changes in the object. Step 6: We can add a keyframe to the trajectory. After that, press the F5 key to insert the background frame up to the last frame. Step 5: To make the background layer move with frames, we need to select the background layer in the timeline and then click on the last frame where the motion will end up. The trajectory line will appear as a dotted line. When we first create a trajectory, it will come as a straight line. Step 4: After creating the tween, we need to specify the path or trajectory line to move an object from one location to another. These 24 frames will take one second to complete. By doing this, 24 frames will be added to the timeline.
Step 3: For an object to move from one location to another, we need to right-click on the symbol and select “ Create Motion Tween “. For this, right-click on your object and then select “Convert to Symbol”. This is the format in which Flash can manipulate any object. Step 2: In order to tween, convert the object created as a symbol. By vector image, you can easily scale it without degrading image quality. But take care that you import that image in vector form. Now create an object using Flash’s animation tools. Now create the second layer, and this is the layer from where you can start creating your animation. Create the first layer as a background layer and lock it. But before adding any object, you need to add one layer as a background layer. Step 1: For tweening, we need to create an object for animation. To create tweening in a flash, follow the steps mentioned below. To create tweening of multiple objects, we need to have multiple frames. We can use only a single object in a frame to form an animation. This function is useful for creating ‘morphing’ effects in which one object becomes another on completion of the animation. Flash will then move or transform the object according to the profile or path provided by the user. Point to Point Tweening in FlashĪdobe Flash provides a function called tweeting, with the help of which we can create the start and endpoint of an object. This will provide realistic art to your animation work. Try to make a small systematic change in your animation. Step 9: After we had created all major frames, we need to repeat these frames again in a logical manner to finish the animation. We need to make sure that all frames are arranged in the logical sense to form an animation. If we are using flash’s design tools for creating frames, we can use the transform tool to create motion. After we had created the second keyframe, we need to make small adjustments to the image to give the effect of motion. To insert a blank frame, right-click on the last frame in the timeline and select “Insert Blank Keyframe”. In this way, we can use art from another program. We can also create a blank frame and insert a new image in it. This can be created by copy your existing keyframe and doing small modifications to it. Step 8: After some blank frames are created, we need to create your second keyframe. This will add some blank frames after the first keyframe.
Step 7: You can add some blank frames by clicking on the F5 key 4-5 times. You can have multiple instances of the same drawing to create your scene with ease. By doing this, you can use that drawing multiple times in your frame. Step 6: You can create the symbol of your drawing created in Adobe by selecting the entire drawing, right-click on the selection and then select “ Convert to Symbol “. The keyframe after 4-5 normal frames will produce good animation. It is not necessary to have an image in each frame. These are the frames that have images and form the starting point of animation. You can either import some images/frames or draw on your own by using Flash’s drawing tools. This is the layer from where your animations start. Before creating any image or sketching, create the basic background for your project, name that layer as background, and lock that layer.Īfter the background layer is formed now, we will create the second layer. Step 5: As you click on Frame, your timeline will be automatically populated. For this, you need to click F5 or click on Insert command in toolbox > Timeline > Frame. Step 4: After that, the next step is to design the new frame or image.