| 
					by 
					kirupa  |  10 August 2008
 You have two ways of creating animations in Flash. You can create them using 
the timeline, or you can create them using code. For code-based animations, I've 
always written about using variants of EnterFrame. One thing I've never talked 
about is using the tween class to create animations, and it's time to change 
that with this tutorial. This tutorial is also an updated version of the
Flash 8 tutorial 
that TheCanadian wrote a few years ago. To see an example of what you will create, click anywhere in the following movie. 
					When you click, notice that the circle moves to the point of 
					your click: The actual movement of the circle, including the slight 
					pull back, was created using just 
					one line of code thanks to the Tween class found in AS3. In 
					this tutorial, I will explain how to use the Tween class to 
					create an animation using code. Before diving into the code 
					though, let's look at tweening using the timeline. When you create an animation on the timeline, you do 
					several things. You set a keyframe to specify the starting 
					point, and you have something to animate on your 
					scene...such as a circle:
 
					 
					[ a starting keyframe with a target object that will be 
					animated ] After you specify the starting point of your 
					animation, you need to specify your end point as well. For that, you 
					can move several frames ahead, insert another keyframe to 
					designate the end state, and modify your circle such as 
					moving it to the right: 
					 
					[ defining the end state of your animation ] Right now, you have two keyframes - one at Frame 1 and another 
					at Frame 20. If you happen to scrub your timeline playhead 
					between those two frames, you will see nothing really 
					happening. You certainly don't see an animation. To create an animation, right click on the keyframe on Frame 1, and 
					select Create Motion Tween. Once you have done that, scrub 
					your playhead again. Notice what you see when you are 
					in-between Frames 1 and 20: 
					 
					[ create a tween to create an animation ] This time, you actually see the intermediate frames 
					generated between your starting and end frames located at 
					Frames 1 and 20 respectively. Now you have an animation! Why did I spend this time explaining something that you 
					probably already knew? The reason is I want you to look at 
					what you did in greater detail. To create a tween, you need 
					a starting point and an end point. In our case, that was 
					designated by the keyframes you placed on Frame 1 and Frame 
					20. The part where you go from having two discrete changes to 
					a smooth animation showing the transition between the 
					changes is where tweening comes in. Tweening is short for 
					in-betweening, 
					and true to its name, it is where you generate the intermediary 
					(in-between) frames that appear between your starting point 
					and end point. In our case, those intermediary frames show 
					the circle's progression from the left side at Frame 1 to 
					the right side on Frame 20. All of those frames that make up 
					the progression are taken care of automatically thanks to 
					tweening. Ok, now that you saw with "renewed enthusiasm" the parts that 
					make up a motion tween when using the timeline, the rest of 
					this tutorial where I try to map between what you see here 
					and the code you'll see in the
					
					next page will make a lot more sense. Onwards to the 
					next page! |