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Chapter 9. Animation with Motion Tweenin... > Moving Graphics in Straight Lines - Pg. 424

Animation with Motion Tweening 424 Flash tweens the item so that it spins the number of times you indicated over the span of frames that you defined as the motion tween. Moving Graphics in Straight Lines In the preceding exercises, you created an animation of a well-behaved bouncing ball, one that simply moves up and down. You can make that ball bounce all around the Stage like a crazy Ping- Pong ball, if you like. Simply add more keyframes and position the ball in a variety of locations. The ball moves in a straight line from one position to the next, but the effect can be one of much livelier movement. If you move the ball a great distance and then tween the motion in a small number of in-between frames, you'll get frenetic bouncing. If you move the ball a short distance or use a larger number of in-between frames, you'll slow the action. Procedure 9-10. To move an item from point to point: 1. 2. 3. 4. 5. 6. Create a new Flash document. On the Stage, in Frame 1, use the oval tool to create a solid circle that represents the ball. Select the ball, and choose Modify > Group or Insert > Convert to Symbol. Flash can create motion tweens only from grouped objects or from symbols. In the Timeline, select Frame 20, and choose Insert > Frame. Flash creates 19 in-between frames. In the Timeline, select Frame 1. From the Insert menu, choose Create Motion Tween. Flash defines frames 1 through 20 as a motion tween but with a broken line, indicating that the tween is not yet complete (Figure 9.20). You need to create keyframes that describe the ball's motion.