Okay - first check this out... https://drive.google.com/file/d/1NrXqgGhO6Ebsx0faTP8vr7YQDjS0F_zB/view?usp=sharing Basically, I drew a stroke (arm) and the hand I converted to a symbol with the center point near the wrist and then positioned it accordingly. The arm was "rigged" using the Asset Warp Tool. It's the tool represented by a push pin. If you don't see it in your Tools panel, click the 3 dots (...) at bottom of Tools panel and drag the Push Pin icon to your Tools panel. Select the Push Pin (Asset Warp Tool) and start at the "shoulder" and click/drag to the "elbow" and release. Repeat from elbow to the "wrist". Select each "bone" and in properties panel change its properties to "Hard" to "Soft". Inster a 2nd keyframe down the timeline. In this keyframe drag the bones. The video shows you how I get it to curve. Apply a Classic Tween and easing.
NOTE: I tried to use Layer Parenting to get the hand to follow the "wrist" end of the arm but of course, it doesn't recognize it since the arm isn't a symbol with a center point. So instead I simply used a classic tween to tween it. The problem is, Classic tweens animate in straight lines. If you use a Motion tween, you cann adjust it to animate on a curve. BUT, if you have nested frames with multiple hand positions, you will not be able to control what frame is visible like you can with Classic tweens. This is where Animate gets REALLY clunky and confusing for anyone new to it. Hope this helps. There may be a better way but I have yet to find it. A future update may provide an even better solution so hang in there 😉
... View more