By tweening shapes, you can create an effect similar to morphing—making one shape appear to change into another shape over time—or color and gradient animations. Flash can also tween the location, size, color, and opacity of shapes. For example, you would use shape tweens to make a circle turn into a square, or make a line wiggle.
Note: Shape tweens do not share the concept of property keyframes or object-based tweening. A shape tween creates an animation by interpolating between two separate shapes that are each on keyframes. For more information on this kind of keyframing, read the next section.
To make this most of this learning guide, you need to install the following software and files:
A basic knowledge of the Flash workspace.
Tweening one shape at a time usually yields the best results. If you tween multiple shapes at one time, and want them to morph together, all the shapes must be on the same layer. Otherwise, for some effects, you should shape-tween each shape on separate layers (if you do not want them to affect each other). In Figure 62, each rectangle—the curtain effect in the background, and the rectangle on top—tweens on its own separate layer (see shape-tween.fla in the source files).

Figure 62. Each shape tween is on its own layer, so the shapes animate separately.
To apply shape tweening to groups, instances, or bitmap images, you must first break these elements apart (Modify > Break Apart). To apply shape tweening to text, you must break the text apart twice to convert the text to objects.
Note: To control more complex or improbable shape changes, you use shape hints, which control how parts of the original shape move into the new shape. For information, see the next section, "Using shape hints with shape tweens."
To tween a shape:
Select the artwork on the Stage at Frame 10 and do one of the following:
Select an option for Blend from the Property inspector (Window > Properties):
Note: Angular is appropriate only for blending shapes with sharp corners and straight lines. If the shapes you select do not have corners, Flash reverts to distributive shape tweening.
To control more complex or improbable shape changes, you can use shape hints. Shape hints identify points that should correspond in starting and ending shapes. For example, if you are tweening the letter M into the letter N, you can use a shape hint to mark corner of the letter's shape. Then, instead of the letters becoming a jumble of lines while the shape change takes place, each letter remains recognizable and changes separately during the shift.
Tip: Sometimes shape hints can produce unexpected results, or you might not be able to achieve the effect you want even with shape hints. You might want to try using inverse kinematics (IK) inside of a shape instead, and use the bone structure to animate your object. To learn how to do this, read the "Animating with the Bone tool" section of Creating animation in ActionScript 3.0.
To use shape hints:
Repeat this process to add additional shape hints. New hints appear with the letters that follow (b, c, and so on).
The SWF files in Figure 63 animate the letter M into the letter N. The top SWF file does not use shape hints to morph the two letters, while the bottom SWF file uses shape hints to improve the morphing. See Figure 64 (and shape-hints.fla in the source files) to see where each shape hint was placed.
Figure 63. The top SWF file displays the default shape tween between two letters. The bottom SWF file displays an animation that uses shape hints to control how the letters morph.


Figure 64. Shape hints were added to control the morph between two letters. You can see the animation in Figure 63.
Shape hints contain letters (a through z) for identifying which points correspond in the starting and ending shape. You can use up to 26 shape hints. Shape hints are yellow in a starting keyframe, green in an ending keyframe, and red when within a fill area or outside the shape (Flash ignores red shape hints).
For best results when tweening shapes, follow these guidelines:
For more information on using shape hints and shape tweens, see the Shape tweening section of the Flash product documentation. For information on using IK for shape animations, read the "Animating with the Bone tool" section of Creating animation in ActionScript 3.0.
Read other sections of the Animation Learning Guide for Flash.
Jen deHaan was raised by wolves in the deep woods of the Canadian north. Later in life, Jen worked with Flash as a deseloper, then wrote about Flash for five versions, and then worked on stuff that didn't include much Flash. She came to her senses in 2007 by rejoining the fabled Flash team at Adobe as a QE, focusing on the good stuff—Motion (on timelines). Jen enjoys long walks in the rain pondering how many times she can use the word Flash in a bio, and admits that after numerous years in California she is no longer addicted to Tim Horton's coffee.
John Mayhew is a hopeless software developer, and has been for a very long time, but he still loves it. John likes being able to launch an app, demo a feature, and show people exactly what he creates for a living. Along the way he has worked for several small companies and consulted for many years. Among the more notable companies John worked for are Micrografx (ABC FlowCharter and their Graphics Suite offering) and Macromedia (mobile authoring tools), which eventually led him to the Flash authoring team. He has focused for the last few years on creating a simple, yet more powerful animation system in the Flash authoring tool. Achieving both of those goals has proven to be quite a challenge. You can see if John and his colleagues achieved those lofty ambitions in Flash CS4 Professional.