Можно щелкнуть правой кнопкой мыши экземпляр анимации движения или анимацию на временной шкале и выбрать Копировать движение как ActionScript 3.0 .
Тогда у вас в буфере обмена будет что-то подобное:
import fl.motion.AnimatorFactory;
import fl.motion.MotionBase;
import fl.motion.Motion;
import flash.filters.*;
import flash.geom.Point;
var __motion_Symbol1_2:MotionBase;
if(__motion_Symbol1_2 == null) {
__motion_Symbol1_2 = new Motion();
__motion_Symbol1_2.duration = 24;
// Call overrideTargetTransform to prevent the scale, skew,
// or rotation values from being made relative to the target
// object's original transform.
// __motion_Symbol1_2.overrideTargetTransform();
// The following calls to addPropertyArray assign data values
// for each tweened property. There is one value in the Array
// for every frame in the tween, or fewer if the last value
// remains the same for the rest of the frames.
__motion_Symbol1_2.addPropertyArray("x", [0]);
__motion_Symbol1_2.addPropertyArray("y", [0]);
__motion_Symbol1_2.addPropertyArray("scaleX", [1.000000]);
__motion_Symbol1_2.addPropertyArray("scaleY", [1.000000]);
__motion_Symbol1_2.addPropertyArray("skewX", [0]);
__motion_Symbol1_2.addPropertyArray("skewY", [0]);
__motion_Symbol1_2.addPropertyArray("rotationConcat", [0]);
__motion_Symbol1_2.addPropertyArray("cacheAsBitmap", [false]);
// Create an AnimatorFactory instance, which will manage
// targets for its corresponding Motion.
var __animFactory_Symbol1_2:AnimatorFactory = new AnimatorFactory(__motion_Symbol1_2);
__animFactory_Symbol1_2.transformationPoint = new Point(0.500000, 0.499773);
// Call the addTarget function on the AnimatorFactory
// instance to target a DisplayObject with this Motion.
// The second parameter is the number of times the animation
// will play - the default value of 0 means it will loop.
// __animFactory_Symbol1_2.addTarget(<instance name goes here>, 0);
}