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Tweening Tutorial
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, so let's make a basic example using each of them.
Position Tween
As its name implies, this tween is related to movement. Let's say you have an object in the frame #1 and you want to take it through the canvas area from the current position to another point following an specific path and using N frames, well this tween can help you to do the hard work creating N-1 frames for you and placing the object in the right place for every frame, generating the illusion of movement.