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With frame 6 selected in the palette, I drag another UFO onto the stage and position it 125 px further right. I scale it down about 75%. I select the the large UFO and the small UFO and go - Modify - Symbol - Tween Instances... I use 5 frames again and click - OK. Now when I play my animation the UFO zooms right, becoming visible and getting big then it zooms away. Now another way to control the timing of your animation (besides the number of frames) is to edit the time of how long each frame is displayed. I decided I wanted the UFO zooming away to take longer so I selected frames 7 through 13 and clicked the arrow next to the ? mark. I select properties and my 'frame delay' text field appears. I enter a number and hit the enter key.

'frame delay' field

My last animation was to have the UFO zip back in and slowly land with a little jittering. I drag another UFO onto the stage (make sure the frame is where the last UFO is visible) and position it on the right. I select the small UFO and the new one and tween them using 8 frames this time. Now for the jittering effect I used rotation. I select my last frame and drag a new UFO on the stage, position it a little below the last one and rotate it slightly. I tween those two objects over 5 frames. I repeat this process again, this time rotating the UFO to the other side and positioning it a little lower. I do it one more time until the UFO lands safely. I add one more frame to my animation and edit the 'frame delay' to 200 (2 seconds). And that's it. I export the result in Shockwave format. As you can see there is one problem with the animation. The last frame does not hold on the last frame for the three seconds. I do not believe Flash recognizes frame delays the way .gif animations can. This mean you will have to add additional frames at the end of your projects if you wish to use Shockwave format.

Animating my UFO with tweening and anti-gravity power

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