Hi mate, Yeah, it's very easy to reproduce. In CS6 if you key all the frames of the tween it some cases it locks them and they don't jump. In latest AnCC 2019.2 this seems to not help. In AnCC 2019.2 in my case I applied a rotation of -1.7° to the original key, duplicated it and tweened between the two. Then converted all the frames of the tween to keys. The new in-between 'keys' have a rotation of -1.6° I also made a test in Flash 8. It doesn't even want to take numerical input such as -1.7°. The moment you press enter you see -1.6° Tween jumps again and the tween frames converted to keys have value of -1.5°. In fact these symptoms are observed with any rotation. Try -30°. In the tween frames it goes to -29.9°. The larger the object and the further away from the Transformation point, the more prominent the jump for obvious reasons. The difference seems to be that in some versions (in some situations) if you convert the tween frames to keys, these keys get the same rounding/rotation as the original keys, so you get rid of the jump; in other versions the only way to not experience this it to not have tween without movement, i e. tween between identically transformed keys. So in conclusion: If you don't want jumping arrows, don't tween between identically transformed keys There is another problem related to this and it's that the engine is incapable of smoothly tweening small rotations over long tween spans. Again, I believe this is due to rounding and lack of increments to distribute the rotation smoothly, but also possibly - poor calculations and some fundamental problem that has been around for decades. This is all well-known within the character animation community/industry. Best NT
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