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About Motion Tween Animation

  1. Adobe Animate User Guide
  2. Introduction to Animate
    1. What's New in Animate
    2. Visual Glossary
    3. Animate system requirements
    4. Animate keyboard shortcuts
    5. Work with Multiple File Types in Animate
  3. Animation
    1. Animation basics in Animate
    2. How to use frames and keyframes in Animate
    3. Frame-by-frame animation in Animate
    4. How to work with classic tween animation in Animate
    5. Brush Tool
    6. Motion Guide
    7. Motion tween and ActionScript 3.0
    8. About Motion Tween Animation
    9. Motion tween animations
    10. Creating a Motion tween animation
    11. Using property keyframes
    12. Animate position with a tween
    13. How to edit motion tweens using Motion Editor
    14. Editing the motion path of a tween animation
    15. Manipulating motion tweens
    16. Adding custom eases
    17. Creating and applying Motion presets
    18. Setting up animation tween spans
    19. Working with Motion tweens saved as XML files
    20. Motion tweens vs Classic tweens
    21. Shape tweening
    22. Using Bone tool animation in Animate
    23. Work with character rigging in Animate
    24. How to use mask layers in Adobe Animate
    25. How to work with scenes in Animate
  4. Interactivity
    1. How to create buttons with Animate
    2. Convert Animate projects to other document type formats
    3. Create and publish HTML5 Canvas documents in Animate
    4. Add interactivity with code snippets in Animate
    5. Creating custom HTML5 Components
    6. Using Components in HTML5 Canvas
    7. Creating custom Components: Examples
    8. Code Snippets for custom Components
    9. Best practices - Advertising with Animate
    10. Virtual Reality authoring and publishing
  5. Workspace and workflow
    1. Creating and managing Paint brushes
    2. Using Google fonts in HTML5 Canvas documents
    3. Using Creative Cloud Libraries and Adobe Animate
    4. Use the Stage and Tools panel for Animate
    5. Animate workflow and workspace
    6. Using web fonts in HTML5 Canvas documents
    7. Timelines and ActionScript
    8. Working with multiple timelines
    9. Set preferences
    10. Using Animate authoring panels
    11. Create timeline layers with Animate
    12. Export animations for mobile apps and game engines
    13. Moving and copying objects
    14. Templates
    15. Find and Replace in Animate
    16. Undo, redo, and the History panel
    17. Keyboard shortcuts
    18. How to use the timeline in Animate
    19. Creating HTML extensions
    20. Optimization options for Images and Animated GIFs
    21. Export settings for Images and GIFs
    22. Assets Panel in Animate
  6. Multimedia and Video
    1. Transforming and combining graphic objects in Animate
    2. Creating and working with symbol instances in Animate
    3. Image Trace
    4. How to use sound in Adobe Animate
    5. Exporting SVG files
    6. Create video files for use in Animate
    7. How to add a video in Animate
    8. Draw and create objects with Animate
    9. Reshape lines and shapes
    10. Strokes, fills, and gradients with Animate CC
    11. Working with Adobe Premiere Pro and After Effects
    12. Color Panels in Animate CC
    13. Opening Flash CS6 files with Animate
    14. Work with classic text in Animate
    15. Placing artwork into Animate
    16. Imported bitmaps in Animate
    17. 3D graphics
    18. Working with symbols in Animate
    19. Draw lines & shapes with Adobe Animate
    20. Work with the libraries in Animate
    21. Exporting Sounds
    22. Selecting objects in Animate CC
    23. Working with Illustrator AI files in Animate
    24. Applying blend modes
    25. Arranging objects
    26. Automating tasks with the Commands menu
    27. Multilanguage text
    28. Using camera in Animate
    29. Graphic filters
    30. Sound and ActionScript
    31. Drawing preferences
    32. Drawing with the Pen tool
  7. Platforms
    1. Convert Animate projects to other document type formats
    2. Custom Platform Support
    3. Create and publish HTML5 Canvas documents in Animate
    4. Creating and publishing a WebGL document
    5. How to package applications for AIR for iOS
    6. Publishing AIR for Android applications
    7. Publishing for Adobe AIR for desktop
    8. ActionScript publish settings
    9. Best practices - Organizing ActionScript in an application
    10. How to use ActionScript with Animate
    11. Accessibility in the Animate workspace
    12. Writing and managing scripts
    13. Enabling Support for Custom Platforms
    14. Custom Platform Support Overview
    15. Working with Custom Platform Support Plug-in
    16. Debugging ActionScript 3.0
    17. Enabling Support for Custom Platforms
  8. Exporting and Publishing
    1. How to export files from Animate CC
    2. OAM publishing
    3. Exporting SVG files
    4. Export graphics and videos with Animate
    5. Publishing AS3 documents
    6. Export animations for mobile apps and game engines
    7. Exporting Sounds
    8. Best practices - Tips for creating content for mobile devices
    9. Best practices - Video conventions
    10. Best practices - SWF application authoring guidelines
    11. Best practices - Structuring FLA files
    12. Best Practices to optimize FLA files for Animate
    13. ActionScript publish settings
    14. Specify publish settings for Animate
    15. Exporting projector files
    16. Export Images and Animated GIFs
    17. HTML publishing templates
    18. Working with Adobe Premiere Pro and After Effects
    19. Quick share and publish your animations
  9. Troubleshooting
    1. Fixed issues
    2. Known issues


For example, if frames 1 and 20 are property keyframes, you can place a symbol left of the Stage in frame 1, and move it to the right of the Stage in frame 20. When you create a tween, Animate calculates all the positions of the movie clip in between. The result is an animation of the symbol moving from left to right, from frame 1 to frame 20. In each frame in between, Animate moves the movie clip one 20th of the distance across the Stage. 

Tween span: 

  • Is a group of frames in the Timeline in which an object has one or more properties changed over time.
  • Appears in the Timeline as a group of frames in a single layer with a blue background.
  • You can select the tween spans as a single object and drag them from one location in theTimeline to another, including to another layer.
  • You can animate only one object on the Stage in each tween span. This object is called the target object of the tween span.

Property keyframe:

  • Is a frame within a tween span where you explicitly define one or more property values for the tween target object.
  • These properties could include position, alpha (transparency), color tint, and so on.
  • Each defined property has its own property keyframes.
  • If you set more than one property in a single frame, then the property keyframes for each of those properties reside in that frame.
  • Use Motion Editor to view each property of a tween span and its property keyframes.
  • You can also choose which types of property keyframes to display in the Timeline from the tween span context menu.

Tweenable objects and properties

The types of objects that can be tweened include movie clip, graphic and button symbols, and text fields. The properties of these objects that can be tweened include the following:

  • 2D X and Y position

  • 3D Z position (movie clips only)

  • 2D rotation (around the z-axis)

  • 3D X, Y, and Z rotation (movie clips only): 3D motion requires that the FLA file target ActionScript 3.0 and Flash Player 10 or higher in the publish settings. Adobe AIR also supports 3D motion.

  • Skew X and Y

  • Scale X and Y

  • Color effects: includes alpha (transparency), brightness, tint, and advanced color settings. Color effects can be tweened only on symbols and TLF text. By tweening these properties, you can make objects appear to fade in or fade from one color to another. To tween a color effect on classic text, convert the text to a symbol.

  • Filter properties (filters cannot be applied to graphic symbols)

Differences between motion and classic tweens

Animate supports two different types of tweens for creating motion: Motion tweens and Classic tweens.

Motion tweens Classic tweens
Powerful and simple to create, allows the greatest control over tweened animation Complex to create and includes all tweens created in earlier versions of Animate. 
Offers better tween control Provides user specific capabilities
Uses key frames Uses property
Consists of one target object over the entire tween Allows tweening between two key frames with same or different symbols
consider text a tweenable type and do not convert text objects to movie clips convert text objects to graphic symbols.
No frame scripts are allowed on a motion tween span.  Classic tweens allow frame scripts.
Motion tween spans can be stretched and resized in the Timeline and are treated as a single object.  Classic tweens consist of groups of individually selectable frames in the Timeline.
To select individual frames in a motion tween span, Ctrl-click (Windows) or Command-click (Macintosh) the frames.  
eases apply across the entire length of a motion tween span. Easing only specific frames of a motion tween requires the creation of a custom ease curve.
  eases can be applied to the groups of frames between the keyframes within the tween. 
can apply one color effect per tween. animate between two different color effects, such as tint and alpha transparency.
used to animate 3D objects.  You cannot animate a 3D object using a classic tween.
Only motion tweens can be saved as Motion Presets. you can swap symbols or set the frame number of a graphic symbol to display in a property keyframe. Animations that include these techniques require classic tweens.

Similarities between motion and classic tweens

  • There can be more than one classic or motion tween on the same layer, but there can't be both types of tween on the same layer.
  • Both motion tweens and classic tweens allow only specific types of objects to be tweened.

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