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Reusing an 8-frame walk cycle across five shots

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Reusing an 8-frame walk cycle across five shots

You are animating a 24 fps scene in which a courier walks an 8-frame cycle across a 20-second shot, then stops, turns and hands over a package. The same walk cycle will be reused in four other shots at different speeds, and a Replay button on the final frame must restart the scene. Your first build used a Movie Clip for the walk, but the client's reviewer wants to scrub the scene frame by frame with the walk driven by the main timeline playhead. Separately, the handoff motion eases in and out of every keyframe even though the timing sheet calls for constant speed.

1. Which symbol type should the walk cycle be, and what trade-off are you accepting?

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Graphic symbol. A Movie Clip owns an independent timeline that plays in real time; when the reviewer drags the playhead, the clip keeps its own internal position or stalls, so the walk no longer matches the ground contact the scene was timed against. A Graphic instance is driven by the parent timeline and scrubs exactly. The trade-off is real: graphics cannot be controlled independently by script, cannot hold their own audio or nested button logic, and require you to lay out enough frames on the main timeline for the cycle to run. Here the review requirement outweighs those losses. If one shot later needs scripted control, swap that single instance to a Movie Clip rather than flipping the whole rig.

2. How do you reuse the same cycle at four different speeds without redrawing it, and what loop-seam risk appears in the 20-second shot?

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Keep one 8-frame source symbol and vary the frames allotted to each instance, using the instance's loop setting and first-frame field. A Graphic's speed is governed by parent frames, not by its own frame rate: 8 frames at 24 fps is one third of a second per cycle, and stretching the instance to 16 frames halves that speed without touching the artwork. For the 20-second walk, that is roughly 60 repeats - place a looping Graphic instance over one long span rather than 60 keyframes. The seam risk is at the last frame: if the loop does not land on an exact multiple of 8 frames before the stop-and-turn keyframe, the character's feet slide or pop. Time the stop keyframe to a full cycle boundary.

3. Fix the unwanted easing, and specify how the Replay button should restart the scene reliably.

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The easing is a tween setting, not a timing error. If the handoff uses a classic tween, the ease slider sits on the tween span and applies across the whole span; set it to 0, and check the span has not retained a value from a copied tween. If it uses a motion tween, easing can be set per property as well as per span - position, scale, rotation and colour each carry their own ease - so clear the per-property values, not just the main ease. For constant speed, verify by stepping frame by frame and confirming equal positional increments. For Replay, label the first frame 'start' and use gotoAndPlay('start') on the final frame, wired to a Button symbol; labels survive inserted frames, whereas a hard-coded frame number will not.