Node Tweening

When using vector objects in a tween you can tween the individual nodes of an object. This is a very powerful function allowing you to morph shapes from one to another very easily.

Create the tween and add the objects required as you would with any other tween. Add the keyframes where you want the key stages of the object transformation. Note that with node tweening you may require several sections of tweening to achieve the required result.

Once the keyframes have been added, select each in turn and then make the changes to the object by node-editing the object in the main editing window just as you would undertake any node editing of the shape. In this instance the difference is that you are changing the shape at a particular point in time.

Press the Page Preview button on the main toolbar to see how the animation looks and then edit the shape of your object, add additional keyframes as appropriate to

Number of Nodes in a Shape.

The node tweening process works best if the number of nodes used by the object at each keyframe is the same. If there are more nodes at one point than the other Opus will try to add nodes as required but it is better if this is done manually so that you retain full control over the process. Remember there is no reason why nodes cannot sit along a line making no change to the shape of that line until required.

In this example the circle has more nodes than it would usually have to allow us to make the changes required by the final shape.

image\ebx_103958999.jpg

For more complex node editing changes you may need intervening keyframes to guide the tween process in the direction you want.

Related Topics

Tween Object Overview

Tween Properties

Tween Timeline

Creating the Tween

Adding Objects to a Tween

Deleting Objects from a Tween

Selecting Frames in a Tween

Adding Keyframes to a Tween

Removing Keyframes from a Tween

Moving Keyframes in a Tween

Copying and Pasting Keyframes