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Known Participant
November 29, 2022
Question

Adding classic tween breaks animation and moves assets

  • November 29, 2022
  • 3 replies
  • 7383 views

I am animating a bear in a walk sequence, and I am experiencing a peculiar problem. When I insert a classic tween between keyframes, the animation breaks and assets get moved around the stage at random. Please see the attached screenshots. First screenshot shows the animation before adding the tween. Second screenshot shows what happens when I try to insert a classic tween between keyframes. Oddly, I can add tweens between other keyframes in this animation with no problem (see screenshot 3), so the error seems completely random.

 

 

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    3 replies

    Brainiac
    December 1, 2022

    I would almost say make sure every part you are trying to tween is a Graphic symbol. better to tween that way than tweening objects. The reason I say this is I am looking at your library and you don't have any graphic symbols. Right-click each part of the bear and put it into a graphic symbol.  Just how I a perceiving what you are asking help for. 

    mat-zAuthor
    Known Participant
    December 2, 2022

    Thanks. I tried that, but I wasn't able to warp the various elements after converting to a symbol. Am I missing a step somewhere?

    kglad
    Adobe Expert
    December 2, 2022

    is there a reason you're not using the transform panel?

    kglad
    Adobe Expert
    November 29, 2022

    there's a key concept you may be missing:

     

    1. you probably want to animate the bear (with it's arms/legs etc) across the stage.

    2. you probably want to animate the bear's arms and legs etc so it looks like it's walking.

     

    to do both, create a movieclip or graphic symbol of the bear.

    you can tween that symbol across the stage.

    in the bear's timeline, animate the arms and legs etc moving in a walking motion.  to do that, each bear body part should be in its own layer.  animate each body part. 

     

    it's at this point where you want to adjust the transform points so that, for example the arms move from the shoulder joints and the legs move from the hip joints. 

     

    to get more realism the legs and arms should be movieclips or graphic symbols so they can animate as the entire appendage swings.  ie, the knee and elbow joints will swing too (and you will probably need to adjust your transform points of the forearm and shins to the elbow and knee.)

    mat-zAuthor
    Known Participant
    November 29, 2022

    All the separate parts (head/torso, front arm, back arm, front leg, back leg, etc.) are in separate layers. This is my 7th test of this bear and in all other versions, I did not have this problem. So I think I am animating correctly- though I need to do a lot of fine-tuning.

     

    kglad
    Adobe Expert
    November 29, 2022

    ok, then just adjust your transform points.

    Myra Ferguson
    Brainiac
    November 29, 2022

    You might check your symbols to see if the transformation points got moved. Select each symbol with the Free Transform Tool to see where the transformation point is. By default, it would be in the center of the symbol. Here's more information on Transformation Points:

    mat-zAuthor
    Known Participant
    November 30, 2022

    So I took a look at the various assets making up this animation and I discovered that the transform points are actually missing in the segments that break. Not sure how that happened. The ones that show transform points are fine. Do you know how I restore those transform points?

    kglad
    Adobe Expert
    December 2, 2022

    Thank you. I will watch the tutorial. I zoomed waaaay out and noticed the transform point was almost completely off the stage in one instance. Have no idea how it got all the way out there. I have restored it and I will look for other places where this may have happened.

     


    the tutorial will help you locate and move screwy transform points.