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Participating Frequently
September 20, 2019
Answered

why the rotation is not smooth?

  • September 20, 2019
  • 3 replies
  • 4678 views
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Correct answer n. tilcheff

Hi mate,

 

Plain and simple: Flash / Animate cannot Classic / Motion tween small rotations over longer spans of frames.

This has been a known issue for decades.

 

In your case you have 0° to -3.5° spanned over 50 frames.

If you use classic tween instead and convert all frames to keyframes you can check the rotation values for each frame and it all will become quite obvious.

You can try manually setting values such as -0.1° or -0.2° and you'll see that they get rounded to zero.

Flash just can't do this kind of thing.

 

It has nothing to do with your frame rate or the size of bitmaps as the ACPs have suggested. Even if you had just a vector rectangle you would face the same problem.

The problem is mathematical and how Flash rounds and calculates rotations. -3.5° over 50 frames just does not give it enogh increments to work with and that is why you end up with a jerky movement that is literally one step every 6 frames or so.

 

This smooth rotation just cannot be done with a Classic or Motion tween.

 

Now here is what you CAN do: You break apart the bitmap and then Shape Tween it inside your container.

Shape Tweens don't have this problem and everything works as smoothly as you need it.

 

Here is your fixed file: https://drive.google.com/file/d/1aNKS6FSYldy-aIxek9-_a7qekxvf5Vj7/view?usp=sharing

Good luck!

 

3 replies

n. tilcheff
n. tilcheffCorrect answer
Brainiac
September 20, 2019

Hi mate,

 

Plain and simple: Flash / Animate cannot Classic / Motion tween small rotations over longer spans of frames.

This has been a known issue for decades.

 

In your case you have 0° to -3.5° spanned over 50 frames.

If you use classic tween instead and convert all frames to keyframes you can check the rotation values for each frame and it all will become quite obvious.

You can try manually setting values such as -0.1° or -0.2° and you'll see that they get rounded to zero.

Flash just can't do this kind of thing.

 

It has nothing to do with your frame rate or the size of bitmaps as the ACPs have suggested. Even if you had just a vector rectangle you would face the same problem.

The problem is mathematical and how Flash rounds and calculates rotations. -3.5° over 50 frames just does not give it enogh increments to work with and that is why you end up with a jerky movement that is literally one step every 6 frames or so.

 

This smooth rotation just cannot be done with a Classic or Motion tween.

 

Now here is what you CAN do: You break apart the bitmap and then Shape Tween it inside your container.

Shape Tweens don't have this problem and everything works as smoothly as you need it.

 

Here is your fixed file: https://drive.google.com/file/d/1aNKS6FSYldy-aIxek9-_a7qekxvf5Vj7/view?usp=sharing

Good luck!

 

Nick - Character Designer and Animator, Flash user since 1998 | Member of the Flanimate Power Tools team - extensions for character animation
_keyframer
Adobe Expert
September 21, 2019
Break apart and shape tween a bitmap? What kind of witchcraft is this? Great idea!
Animator and content creator for Animate CC
JoãoCésar17023019
Inspiring
September 20, 2019

Hi.

 

Your bitmaps are very large in both dimensions and file size.

Also you're using a very short rotation.

If you change this you're gonna probably see a performance improvement.

 

Regards,

JC

_keyframer
Adobe Expert
September 20, 2019

I see the rotation is very jerky but only lasts about 1 second. How many frames is the animation for the rotation? What is your frame rate set to?

Animator and content creator for Animate CC
Participating Frequently
September 20, 2019
24 frame rate. the baloon goes down smoothly, but when i add rotation - it becames jerky
Participating Frequently
September 20, 2019