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Tweening Tutorial

Introduction

Traditional animation techniques require that you illustrate every frame of your project. So in example, if you are animating a bouncing ball using 20 frames, you will have to draw the ball 20 times in a different position, one time for every frame, just like we did it in our basic example.

Now, tweening is a software feature that allows you make this process easier and faster for some specific kind of animations by calculating and generating some frames for you between an initial and a final state. In Tupi, there are several types of tweens: position, rotation, scale, shear, opacity and color. These transformations are calculated by the software in every frame following the parameters that you provide, saving you a lot of time.

Once you select the tween you want to use, the general workflow for all them is similar:

  • Select a name for the tween you want to create.
  • Select the object(s) you want to animate using the tween.
  • Set the specific parameters required for the kind of tween you chose.
  • Apply the tween.

Some important tips you should count on:

  • You need at least one object in the scene to use a tween.
  • Only one kind of tween can be applied for every object.
  • Once an object is part of a tween, that object can't be edited as a vector path.

The access to the list of tween features is available from the left toolbar at the Animation tab, you just have to click on the Tweening button.

;#; Fig 1. Tweening tools button ;#;

;#; Fig 2. Tweening tools menu ;#;

Now it's time to make a basic example using each of them:

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tweening.txt · Last modified: 2017/03/11 23:22 by 127.0.0.1