Rotating and Spinning Graphics
Animation with Classic Tweening
Figure 9.22 To prepare a rotational
classic tween, in the keyframe that ends
the sequence, rotate the item to its
ending position.
Rotating and Spinning
In classic tweening, you can make a symbol
spin by changing its Rotation property. When
you create a classic tween for rotation, you
must not only create beginning and ending
keyframes (as you did for animating changes
to position and size), you must also specify
the direction of rotation, and the number of
times to spin.
To rotate a symbol less than
360 degrees:
In a new Flash document or on a new
layer, in keyframe 1, place a symbol
instance on the Stage.
You can create a new symbol or use an
existing one; use a graphic that looks
di erent at various stages of its rotation—
for example, a triangle or an arrow. (To
review symbol creation, see Chapter 7.)
In the Timeline, select frame 5, and
choose Insert > Timeline > Keyframe.
Flash duplicates the symbol from key-
frame 1 in the new keyframe.
On the Stage, in keyframe 5, rotate the
symbol instance 90 degrees clockwise
(Figure 9.22).
(For detailed instructions on rotating ele-
ments, see Chapter 4.)
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Rotating and Spinning Graphics
Chapter 9
Figure 9.23 The Rotate menu in the
Tweening section of the Frame Property
inspector lets you tell Flash the direction
in which to rotate a symbol in a classic tween.
Figure 9.24 To create a classic tween that involves
rotation, you can specify the direction of the rotation
as clockwise or counterclockwise. You can also
choose Auto to let Flash pick the direction that
involves the smallest change, which allows Flash to
create the smoothest motion. Compare the degree
of change in each frame between rotating an arrow
clockwise from 12 o’clock to 3 o’clock (top) versus
rotating the arrow counterclockwise to reach the
same position (bottom).
In the Timeline, select any of the frames in
the  rst keyframe span (frame 1, 2, 3, or 4).
Choose Insert > Classic Tween.
With the frame you selected in step 4
still selected, access the Frame Property
inspector’s Tweening section.
From the Rotate menu, choose one of the
following options (Figure 9.23):
e Auto option rotates the graphic in
the direction that requires the smallest
movement (Figur