banner



How To Change Color In Motion Tween Animate Cc

Classic tweens are an older way of creating animation in Breathing. These tweens are like to the newer movement tweens, but are more complicated to create and less flexible. However, classic tweens exercise provide some types of control over animation that motion tweens do not. Most users choose to piece of work with the newer motion tweens, but some users still want to apply archetype tweens. For more than information near the differences, run into Differences between motion tweens and classic tweens.

Earlier yous begin:

Before working with classic tweens, continue in heed the following points:

  • Archetype tweens are the older way of creating tweened animation in Breathing. The newer, easier way is to use motion tweens. See Motion tween animation.

  • You lot cannot tween 3D properties with archetype tweens.

For samples of classic tween animation, meet the Breathing Samples page at www.adobe.com/go/learn_fl_samples. The following samples are bachelor:

  • Animated Drib Shadow: Download and decompress the Samples Zip file and navigate to the Graphics\AnimatedDropShadow folder to admission the sample.

  • Animation and Gradients: Download and decompress the Samples Zero file and navigate to the Graphics\AnimationAndGradients binder to admission the sample.

 Like most things in Breathing, blitheness does not crave any ActionScript. Even so, you lot can create animation with ActionScript if yous choose.

Creating and editing keyframes for classic tween blitheness

Changes in a classic tween animation are defined in a keyframe. In tweened animation, you define keyframes at significant points in the animation and Animate creates the contents of frames between. The interpolated frames of a tweened animation appear equally light bluish with an arrow drawn between keyframes. Because Breathing documents save the shapes in each keyframe, create keyframes just at those points in the artwork where something changes.

Keyframes are indicated in the Timeline. A solid circle represents a keyframe with content on it, and an empty circumvolve before the frame represents an empty keyframe. Subsequent frames added to the aforementioned layer have the same content every bit the keyframe.

Only keyframes are editable in a archetype tween. You can view tweened frames, but you can't edit them direct. To edit tweened frames, change i of the defining keyframes or insert a new keyframe between the beginning and ending keyframes. Drag items from the Library panel onto the Stage to add the items to the current keyframe.

To display and edit more than than one frame at a time, encounter Employ onion skinning.

 This feature is nigh creating keyframes for the older archetype tweens. For more information on property keyframes for the newer motion tweens, see Create tween animation.

Creating keyframes

    • Select a frame in the Timeline, and select Insert > Timeline > Keyframe.

    • Right-click (Windows) or Control‑click (Macintosh) a frame in the Timeline and select Insert Keyframe.

Inserting frames in the timeline

  • To insert a new frame, select Insert > Timeline > Frame.

  • To create a keyframe, select Insert > Timeline > Keyframe, or right-click (Windows) or Control‑click (Macintosh) the frame to place a keyframe. Select Insert Keyframe.

  • To create a blank keyframe, select Insert > Timeline > Bare Keyframe, or right-click (Windows) or Command‑click (Macintosh) the frame to place the keyframe. Select Insert Blank Keyframe.

Deleting or modifying a frame or keyframe

  • To delete a frame, keyframe, or frame sequence, select information technology and correct-click (Windows) or Control‑click (Macintosh) and select Remove Frames. Surrounding frames remain unchanged.

  • To motion a keyframe or frame sequence and its contents, select it and elevate to the desired location.

  • To extend the duration of a keyframe, Alt‑drag (Windows) or Selection-drag (Macintosh) it to the last frame of the new sequence.

  • To re-create and paste a frame or frame sequence, select it and select Edit > Timeline > Re-create Frames. Select a frame or sequence, and select Edit > Timeline > Paste Frames. To paste and supervene upon the verbal number of copied frames on the target timeline, employ the Paste and Overwrite Frames option.

  • To convert a keyframe to a frame, select the keyframe and select Change > Timeline > Clear Keyframe. Or right-click (Windows) or Command‑click (Macintosh) it and select Clear Keyframe. The cleared keyframe and all frames upwardly to the subsequent keyframe are replaced with the contents of the frame preceding the cleared keyframe.

  • To copy a keyframe or frame sequence by dragging, select it and Alt‑drag (Windows) or Option-drag (Macintosh) to the new location.

  • To change the length of a tweened sequence, drag the get-go or ending keyframe left or right.

  • To add a library item to the current keyframe, drag the particular from the Library panel onto the Stage.

  • To reverse an animation sequence, select the advisable frames in ane or more layers and select Alter > Timeline > Reverse Frames. Keyframes must exist at the beginning and end of the sequence.

Adding classic tween blitheness to an example, a group, or text

 This feature is about creating older archetype tweens. For more information on creating the newer motion tweens, run into Create tween animation.

To tween the changes in backdrop of instances, groups, and type, y'all can utilise a classic tween. Animate tin tween position, size, rotation, and skew of instances, groups, and blazon. Too, Animate tin tween the color of instances and type, creating gradual color shifts or making an instance fade in or out.

Earlier tweening the color of groups or type, make them into symbols. Before animating private characters in a block of text separately, place each character in a separate text cake.

If you employ a archetype tween, and modify the number of frames betwixt the two keyframes, Animate automatically tweens the frames once more. Or, if yous move the group or symbol in either keyframe, Animate automatically tweens the frames once again.

Creating a classic tween animation

  1. To make a layer as an active layer, click a layer proper name and select an empty keyframe in the layer, to start. This frame is the start frame of the classic tween.

  2. To add content to the first frame of the classic tween, practice i of the following:

    • Create a graphic object with the Pen, Oval, Rectangle, Pencil, or Brush tool, and then catechumen it to a symbol.

    • Create an instance, grouping, or text block on the Stage.

    • Drag an instance of a symbol from the Library panel.

     To create a tween, y'all must have but one detail on the layer.

  3. Create a 2d keyframe where you want the animation to cease, and leave the new keyframe selected.

  4. To modify the particular in the catastrophe frame, do whatever of the following:

    • Move the particular to a new position.

    • Alter the item's size, rotation, or skew.

    • Modify the item's color (instance or text block only). To tween the colour of elements other than instances or text blocks, apply shape tweening.

  5. To create the archetype tween, exercise i of the following:

    • Click any frame in the tween's frame span and select Insert > Archetype Tween.

    • Right-click (Windows) or Control-click (Macintosh) any frame in the tween'due south frame span and select Create Classic Tween from the context menu.

    If you lot created a graphic object in step two, Animate automatically converts the object to a symbol and names information technology tween1.

  6. To tween the size of the selected item, select scale in the tweening section of the Holding inspector. As a prerequisite, you lot modify the size of the item in step 4.

  7. To produce a more realistic sense of motion, use easing to the classic tween. To apply easing to a archetype tween, use the Ease field in the Tweening section of the Belongings inspector. Utilise the Custom Ease dialog box to more precisely control the speed of the archetype tween.

    To adjust the charge per unit of change between tweened frames, elevate the value in the Easing field or enter a value.

    • To begin the classic tween slowly and accelerate the tween toward the end of the blitheness, enter a negative value between ‑1 and ‑100.

    • To begin the classic tween rapidly and decelerate the tween toward the end of the animation, enter a positive value from one through 100.

    • To produce a more than complex change in speed within the tween's frame span, click the Edit button next to the Ease field. It opens the Custom Ease dialog box.

      By default, the charge per unit of change between tweened frames is constant. Easing creates a more natural appearance of acceleration or deceleration by gradually adjusting the rate of change.

  8. To rotate the selected item during the tween, select an option from the Rotate menu in the Property inspector:

    • To prevent rotation, select None (the default setting).

    • To rotate the object in one case in the direction requiring the least motion, select Auto.

    • To rotate the object equally indicated, and then enter a number to specify the number of rotations, select Clockwise (CW) or Counterclockwise (CCW).

     The rotation in step 8 is in addition to any rotation y'all practical to the ending frame in pace 4.

  9. If you're using a motility path, select Orient To Path in the Property inspector to orient the baseline of the tweened element to the motion path.

  10. To sync up the blitheness of graphic symbol instances with the chief timeline, select the Sync option in the Property inspector.

     Synchronize Symbols and the sync option both recalculate the number of frames in a tween to match the number of frames allotted to it. Use the Sync selection if the frames in an blitheness sequence are not an fifty-fifty multiple of the number of frames in the graphic instance.

  11. If you're using a motion path, select Snap to attach the tweened element to the movement path by its registration point.

Bring the characters to life using Classic Tweening

Characters come alive through Classic Tweening. Want to spell life to your animations? Watch the tutorial at the end of this example and follow these steps:

  1. Select the object and click Modify.

  2. Select Convert to Symbol… and choose the following options:

    • Name: Enter the name of the symbol.
    • Type : Select Graphic in the drop-downwardly listing.
  3. Click OK and select the Gratuitous Transform Tool.

  4. Drag the white dot in the center to skew the object.

  5. Right click the frame and select Create Archetype Tween.

How to bring your characters to life using Classic Tweening

Watch the video to know how to create motility to animation.

Working with Classic tweens saved equally XML files

Animate allows you to work with Classic Tweens as XML files. Natively, Breathing allows you lot to apply the following commands on whatsoever Archetype Tween:

  • Copy Motion as XML

  • Export Move as XML

  • Import Motion as XML

Copy Movement as XML

Allows you lot to re-create Movement properties applied to any object on the Stage at a said frame.

  1. Create a Classic Tween.

  2. Select any keyframe on the Timeline.

  3. Go to Commands > Copy Motion as XML.

The Motion backdrop are copied to the clipboard as XML information. You lot can then use any text editor to work on the XML file.

Export Motion as XML

Allows y'all to export Motility backdrop practical to any object on the phase to an XML file that can be saved.

  1. Get to Commands > Export Motion equally XML.

  2. Browse to a suitable location where you want to save the file.

  3. Provide a name for the XML file, and click Salvage.

    The Classic tween is exported as an XML file at the specified location.

Import Move as XML

Allows you lot to import an existing XML file that has Motion properties defined.

  1. Select an object on the stage.

  2. Get to Commands > Import Motility as XML.

  3. Scan to the location, and select the XML file. Click Ok.

  4. On the Paste Motion Special dialog box, select the properties that you want to use on the selected object.

Creating a movement guide layer

To control the move of objects in a archetype tween animation, create a movement guide layer.

You cannot drag a move tween layer or inverse kinematics pose layer onto a guide layer.

  1. Elevate a normal layer onto a guide layer. This action converts the guide layer to a motion guide layer and links the normal layer to the new motion guide layer.

     To preclude accidentally converting a guide layer, place all guide layers at the bottom of the layer order.

Creating classic tween blitheness forth a path

 This feature is about working with older archetype tweens. For more information on using the newer movement tweens with move paths, see Edit the motion path of a tween blitheness.

Motility guide layers let you draw paths along which tweened instances, groups, or text blocks can be blithe. You lot can link multiple layers to a motility guide layer to take multiple objects follow the aforementioned path. A normal layer that is linked to a motion guide layer becomes a guided layer.

Motion path

In this example, ii objects on separate layers are fastened to the same motility path.

Create a motion path for archetype tweened animation

  1. Create a classic-tweened animation sequence.

    If yous select Orient To Path in the Property inspector, the baseline of the tweened element orients to the movement path. If y'all select Snap, the registration point of the tweened element snaps to the movement path.

  2. Correct-click (Windows) or Control-click (Macintosh) the layer proper name of the layer containing the classic tween and choose Add Classic Motility Guide.

    Animate adds a motion guide layer above the classic tween layer and indents the name of the classic tween layer. Information technology represents that classic tween layer is jump to the motion guide layer.

     If you already have a guide layer in the timeline, you tin drag a layer containing the classic tween below the guide layer. This activity converts the guide layer to a motion guide and binds the classic tween to it.

    Motion guide layer

    A move guide layer higher up the layer containing the classic tween.
  3. To add a path to the motion guide layer, select the motion guide layer and utilise Pen, Pencil, Line, Circle, Rectangle, or Castor tool.

    You tin as well paste a stroke onto the move guide layer.

  4. Drag the object you are tweening, to snap information technology to the beginning of outset frame or to the finish of the last frame.

    A graphic snapped to the beginning of a guide stroke

    A graphic of a car snapped to the beginning of a guide stroke.

     For best snapping results, drag the symbol by its transformation betoken.

  5. To hide the motion guide layer and the path click in the centre icon column on the motion guide layer. If you hibernate, only the object's movement is visible while yous work.

    The grouping or symbol follows the motion path when you play the blitheness.

To know more most animation guide based on variable width stroke and variable stroke color, see Animation Guide

    • Drag an existing layer below the move guide layer. The layer is indented under the movement guide layer. All objects on this layer automatically snap to the motion path.

    • Create a layer under the motion guide layer. Objects yous tween on this layer are automatically tweened along the motility path.

    • Select a layer below a motility guide layer. Select Modify > Timeline > Layer Backdrop, and select Guide.

  1. To unlink, select the layer and practise one of the following:

    • Drag the layer above the motility guide layer.

    • Select Modify > Timeline > Layer Properties, and select Normal as the layer type.

Pasting classic tween blitheness properties

 This feature is about pasting properties of older classic tweens. For more than data on pasting properties of the newer motion tweens, run into Copy and paste motion tween backdrop.

The Paste Motion command lets you copy a classic tween, and paste merely specific properties to employ to another object.

  1. Select the frames in the Timeline that contain the archetype tween to copy. The frames y'all select must be on the same layer, withal, they do non have to span a single classic tween. The selection can span a tween, empty frames, or two or more tweens.

  2. Select Edit > Timeline > Copy Motility.

  3. To receive the copied classic tween, select the symbol instance.

  4. Select Edit > Timeline > Paste Move Special. Select the specific classic tween properties to paste to the symbol instance. The classic tween properties are:

    X Position

    How far an object moves in the x direction.

    Y Position

    How far an object moves in the y direction.

    Horizontal Scale

    The ratio between the current size of the object and its natural size in the horizontal management (X).

    Vertical Scale

    Specifies the ratio between the current size of the object and its natural size in the vertical management (Y).

    Rotation And Skew

    The rotation and skew of the object. These backdrop must be jointly applied to an object. Skew is a measurement of rotation in degrees, and when y'all rotate and skew, each property affects the other.

    Colour

    All color values such every bit Tint, Brightness, and Alpha are applied to the object.

    Filters

    All filter values and changes for the selected span. If filters are applied to an object, the filter is pasted with all values intact. And, its country (enabled or disabled) applies to the new object.

    Blend Fashion

    Applies the blend mode of the object.

    Override Target Scale Properties

    When deselected, specifies that all properties be pasted relative to the target object. When checked, this pick overrides the scale properties of the target.

    Override Target Rotation And Skew Properties

    When deselected, it specifies that all properties exist pasted relative to the target object. When checked, the pasted properties override the existing rotation and scale properties of the object.

    The necessary frames, tween, and symbol information are inserted to friction match the original, copied tween.

    To copy a symbol's archetype tween to the Deportment console or use information technology in another project as ActionScript, use the Copy Motion equally ActionScript 3.0 command.

Creating ease presets

Ease presets are pre-configured eases that can be practical to an object on the stage.

A set up of commonly used ease presets are available for Classic tween. You tin can select the preset from a list of ease presets and apply it to the selected property.

  1. Click the layer that contains a tween in the timeline of Animate.

  2. To open tweening properties, click theTweening category in the holding panel. You tin access the property-wise easing using the ease type drib-downwards.

    You can employ ease presets property-wise for archetype tweens. In properties panel, an option to choose property-wise easing is provided. You can select Each properties separately to apply different easing presets for each property.

    property-wise presets

    belongings-wise presets

    Yous can select unique ease presets for position, rotation, calibration, colour and filter properties of a classic tween.

    Position Specifies ease settings for the position of an animated object on phase.

    Rotation Specifies ease settings for the rotation of an animated object on stage.

    Scale Specifies ease settings for the scale of an animated object on stage.

    Color Specifies ease settings for the color transitions applied to an animated object on stage.

    Filters Specifies ease settings for filters practical to an blithe object on stage.

  3. Alternatively, if you want to have same easing across all properties of the tween, cullAll properties together option. Select the ease preset of your choice from the ease blazon pop-upwards dialog box and double-click ease preset to apply.

    If you cull to employ classic ease, you can besides increment or subtract the intensity of ease by moving the slider.

    List of ease presets

    List of ease presets
  4. Click the edit icon next to Ease to utilize a custom ease.

If you use HTML5 canvas document type, y'all can get an optimized js output file for ease presets. HTML5 canvas uses the easing functions of Tween JS while creating an output.

Applying custom ease to classic tween animation

 This feature is nearly adding easing to older classic tweens. For more than information on adding easing to the newer movement tweens, see Easing tween animations.

The Custom Ease dialog box displays a graph representing the caste of movement over time. The horizontal axis represents frames, and the vertical axis represents percentage of alter. The first keyframe is represented every bit 0%, and the last keyframe is represented every bit 100%.

The slope of the graph'southward bend represents the charge per unit of modify of the object. When the bend is horizontal (no slope), the velocity is null; when the bend is vertical, an instantaneous rate of alter occurs.

Saving custom eases

You lot can save the custom eases by the click of a button and reuse them past choosing your customized ease from the custom list. Click Salve and Utilise in edit mode after making the changes. In the post-obit screenshot, you can detect the customized ease preset with the name MyEase1.

 You tin can reuse the customized ease presets only inside the same document type.

You lot can apply the preset eases across multiple spans in the timeline by selecting the corresponding spans and applying the ease.

More controls for the CustomEase dialog box

Play and Stop buttons

Permit you lot preview an animation on the phase using all the electric current velocity curves defined in the Custom Ease dialog box.

Delete

Deletes the current custom ease.

Save and Use

Saves and applies the changes you lot have done for the easing presets.

Reset button

Lets y'all reset the velocity bend to the default, linear state.

Position of the selected control bespeak

In the lower-right corner of the dialog box, a numeric value displays the keyframe and position of the selected control betoken. If no control signal is selected, no value appears.

To add a command point to the line, click the diagonal line once. To achieve a precise degree of control over the movement of an object, drag the positions of the control points.

Using frame indicators (represented by square handles), click where you want an object to wearisome downwards or speed up. Clicking the square handle of a control indicate selects that control bespeak, and displays the tangent points on either side of information technology. Hollow circles correspond tangent points. To position them, elevate the control point or its tangent points with the mouse or utilise the keyboard's arrow keys.

Tip: By default, the control points snap to a grid. You lot can plough off snapping by pressing the X key while dragging the control point.

Clicking an area of the curve abroad from whatever control points adds a command point to the curve at that point. This activeness does not change the shape of the curve. Clicking away from the curve and command points deselects the currently selected control signal.

Adding a custom ease

  1. Select a layer in the Timeline that has a classic tween applied to it.

  2. Click the Edit button next to the Ease slider in the frame Belongings inspector.

  3. To add a control indicate, Control‑click (Windows) or Command-click (Macintosh) the diagonal line.

  4. To increase the speed of the object, drag the command point up; to slow down the speed of the object, drag it downwards.

  5. To farther suit the ease bend, and fine tune the ease value of the tween, drag the vertex handles.

  6. To view the animation on the stage, click the play button in the lower-left corner.

  7. Arrange the controls until you achieve the desired effect.

 If you use the Custom Ease dialog box, the edit field shows --. If you employ edit or popular-upward slider, the custom ease graph is ready to the equivalent curve. And, the Utilise One Setting For All Properties cheque box is selected.

Copying and pasting an ease curve

  • To re-create the current ease curve, printing Control+C (Windows) or Control+C (Macintosh).

  • To place the copied curve into some other ease curve, press Control+Five (Windows) or Control+V (Macintosh).

    Y'all tin re-create and paste the ease bend. The copied curve remains bachelor until you exit the Animate application.

Unsupported easing curves

Sure types of easing curves are not supported. No part of the graph can represent a nonlinear bend (such as a circle).

The Custom Ease dialog box automatically prevents moving a control point or a tangent handle to a position that would render an invalid curve:

  • All points must exist on the graph. Control points cannot exist moved beyond the bounds of the graph.

  • All segments of the bend must exist inside the graph. The shape of the curve is flattened to foreclose information technology from extending beyond the premises of the graph.

Source: https://helpx.adobe.com/animate/using/classic-tween-animation.html

Posted by: karlsonopli1944.blogspot.com

0 Response to "How To Change Color In Motion Tween Animate Cc"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel