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. If you want your images to scale, then save them in vector form rather than raster form. You can put already created images in Flash Program glossary to bring them directly into your project. You can also create them in real-time in Adobe Flash. Step 3: Create your list of frames or images that have a small difference between them in animation. When the new document window appears, select Flash Project under the General Tab and then click OK. Step 2: If the start page is disabled, choose File > New. Step 1: Click on Flash Document under the Create New column of the Flash Start Page. To create an animation in a flash, follow the steps mentioned below. 3D animation, modelling, simulation, game development & others Creating Animation in Flash