1. Trang chủ
  2. » Công Nghệ Thông Tin

adobe flash cs5 on demand part 47 pot

6 100 0

Đang tải... (xem toàn văn)

THÔNG TIN TÀI LIỆU

Thông tin cơ bản

Định dạng
Số trang 6
Dung lượng 463,84 KB

Nội dung

ptg Chapter 10 Animating with Shape Tweening 289 Inverse Kinematic (IK) allows you to stretch and bend shape objects and link groups of symbol instances to make them move together in naturalistic ways using an internal structure of bones to create character anima- tion. You can add bones to the interior of a shape or to separate symbol instances. When you move one bone, the other connected bones move in relation to the one that initially moved. A chain of bones is called an arma- ture , which is either linear or branched in structure. There are two types of Inverse Kinematic animation: those with symbols and those with shapes. For the symbol type, you link them together as a chain. For the shape type, you add bones inside the shape. When you add bones to a shape or sym- bol instance, Flash creates a new layer called a pose layer . For a shape, Flash also converts the selected shapes and bones into an IK shape object. Each pose layer can contain only one armature. The first bone in an arma- ture is the root bone. It appears with a circle around the head of the bone. Each bone has a head, the round end, and a tail, known as the pointed end. After you add bones to an armature, you can change the position and length of a bone, delete bones, and edit objects containing bones. When you’re ready to animate an arma- ture, all you need to do is add frames to the pose layer and reposition the armature on the Stage to create a keyframe. Keyframes in pose layers are called poses . To insert a frame in a pose layer, right-click (Win) or Option- click (Mac) a frame in a pose layer to the right of any existing frames, and then click Insert Frame. To add a pose to a frame, right-click (Win) or Option-click (Mac) the frame in the pose layer, and then click Insert Pose. After you insert a pose, you can use the Selection tool to change the configuration of the arma- ture. If you want to change the length of the animation, drag the last frame of the pose layer to the right or left in the Timeline to add or remove frames. You can adjust the speed of an armature animation in frame around each pose by applying an easing motion. To add easing to frames in a pose layer, click a frame in a pose layer, open the Property Inspector, click the Ease popup, select an ease option, and then enter an ease strength value (0-100, where 0 is no easing and 100 is the most easing). Using Inverse Kinematics Inverse Kinematics From the Library of Wow! eBook ptg 290 Chapter 10 With Inverse Kinematic (IK), you can use bones to create two types of IK animations: those with symbols and those with shapes. For the sym- bol type, you link them together as a chain. For the shape type, you add bones inside the shape. When you add bones to a shape or symbol instance, Flash creates a new pose layer. For a shape, Flash also con- verts the selected shapes and bones into an IK shape object. The first bone in an armature is the root bone. It appears with a circle around the head of the bone. Each bone has a head, the round end, and a tail, known as the pointed end. Adding Bones to an Armature Add Bones to a Shape Create one or more filled shapes and arrange them the configuration you want. Select the entire shape on the Stage. Click the Bone tool on the Tools panel. Click inside the shape, and then drag to another location within the shape. While you drag, a bone appears. When you connect the points, a solid bone appears between them. Flash converts the selected shape into an IK shape object and moves it to a new pose layer in the Timeline. To ad d anothe r bone, drag from the tail of the first bone to another location in the shape. As you add bone instances, Flash moves each one to a new pose layer in the Timeline. To cr eat e a branched armatur e, click the head of an existing bone, and then drag to create a new branch of the first bone. 6 5 4 3 2 1 4 5 1 2 Armature layer 3 From the Library of Wow! eBook ptg Chapter 10 Animating with Shape Tweening 291 Add Bones to a Symbol Arrange the instances in the configuration you want. Click the Bone tool on the Tools panel. Click the symbol instance that you want as the root or head of the armature. Drag the symbol instance to another symbol instance to connect it. While you drag, a bone appears. When you connect the symbols, a solid bone appears between the symbols. As you add bone instances, Flash moves each instance to a new pose layer in the Timeline. To ad d anothe r bone, drag from the tail of the first bone to the next symbol instance you want to add to the armature. To cr eat e a branched armatur e, click the head of an existing bone, and then drag to create a new branch of the first bone. You can add as many branches as you want. 6 5 4 3 2 1 Did You Know? You can move an armature. Select the IK shape object with the Selection tool, and then drag any of the bones to move it. 3 5 4 2 Symbols From the Library of Wow! eBook ptg 292 Chapter 10 After you add bones to an armature, you can change the position and length of a bone, delete bones, and edit objects containing bones. An armature can only be edited in pose layers that contain an initial pose in the first frame in which the armature appears in the Timeline. To edit the armature, you need to delete any additional poses after the first frame of the armature. You can bone properties, such as motion speed, joint rotation and motion, and springiness (life-like movement) (New!), in the Property Inspector. Editing Armatures and Bones Edit Armatures, Bones, and Related Objects Select the bones and associated objects you want: ◆ Bone. Click the Selection tool, and then click a bone. You can Shift-click to select multiple bones. ◆ Armature. Double-click a bone. ◆ IK Shape. Click the shape. ◆ Symbol Instance. Click the instance. To mo ve bones, do any of the following: ◆ Bone. Drag a bone. ◆ IK Shape. Select the shape, and then change its X and Y position in the Property Inspector. ◆ Bone End in IK Shape. Click the Subselection tool, and then drag the end of the bone. ◆ Bone Joint, Head, or Tail. Use the Transform panel to move the transformation point of the symbol instance. ◆ Rotate a Bone. Shift-drag a bone to rotate it with its child bones without moving the parent bone. To de let e bones, do either of the following: ◆ Bone. Select the bones you want to delete, and then press Delete. 3 2 1 Selection tool Armature layer 1 Transf orm panel Symbols From the Library of Wow! eBook ptg Chapter 10 Animating with Shape Tweening 293 ◆ IK Shape or Symbol Instance. Select the shape or symbol, click the Modify menu, and then click Break Apart. To ed it an IK shape, do any of the following: ◆ Move the Position of a Bone. Drag a bone endpoint to move the position of a bone without changing the IK shape. ◆ Display Control Points of the Boundary. Click the stroke of the IK shape. ◆ Move Control Point. Drag the control point. ◆ Add Control Point. Click a part of the stroke without any control points. You can also use the Add Anchor Point tool on the Tools panel. ◆ Delete Control Points. Click a control point to select it, and then press Delete. You can also use the Delete Anchor Point tool on the Tools panel. To se t motion constr ain ts, open the Property Inspector, and then specify the options you want (see table for details) to move or constrain joints, disable bone rotation around joints, constrain the rotation of a bone, make a bone stationary, limit the motion speed of a bone, or adjust the springiness (New!) to bones. ◆ Enable or Disable Spring Options. Select the pose layer in the Timeline, and then select or deselect the Enable check box in the Spring section of the Property Inspector. 5 4 4 3 IK shape 5 Properties Options Location Displays the X and Y position, length, and angle. Specify a speed percentage. Joint: Rotation Select the Enable check box to allow joint rotation. Select the Constrain check box to constrain the Min and Max angles of rotation. Joint: X or Y Select the Enable check box to allow the bone to Translation move along the X or Y axis. A two-headed arrow appears to indicate that X or Y axis motion is enabled. Select the Constrain check box to limit the amount of motion along the X or Y axis. Spring Specify the Strength (stiffness) (New!) of the bone spring. The higher the Strength, the stiffer the spring. Specify the Damping (rate of decay) (New!) of the spring effect. The higher the Damping, the faster the spring diminishes and the animation ends. A 0 value equals full strength. Bone Properties From the Library of Wow! eBook ptg 294 Chapter 10 When the stroke of an IK shape doesn’t distort in the way you want, you can use the Bind tool to edit the connections between individual bones and shape control points to create the appearance you desire. By default, the control points of an IK shape are connected to the bone that is nearest them. The Bind tool allows you to change it. You can bind multiple control points to a bone and multiple bones to a control point. Binding Bones Bind Bones to Shape Points ◆ Highlight Control Points Connected to a Bone. Click the Bind tool, and then click a bone. The connected points are highlighted in yellow while the selected bone is highlighted in red. ◆ Add Control Points. Select a bone, and then Shift-click an unhighlighted control point. ◆ Remove Control Points. Ctrl-click (Win) or Option-click (Mac) a control point that is highlighted in yellow. ◆ Highlight Bones Connected to a Control Point. Click the Bind tool, and then click the control point. The connected bones are highlighted in yellow while the selected control point is highlighted in red. ◆ Add Other Bones to a Control Point. Select a control point, and then Shift-click a bone. ◆ Remove a Bone from a Control Point. Select a control point, and then Ctrl-click (Win) or Option- click (Mac) a bone that is highlighted in yellow. Bind tool Control points Binded bones to shape points From the Library of Wow! eBook . the options you want (see table for details) to move or constrain joints, disable bone rotation around joints, constrain the rotation of a bone, make a bone stationary, limit the motion speed. can bind multiple control points to a bone and multiple bones to a control point. Binding Bones Bind Bones to Shape Points ◆ Highlight Control Points Connected to a Bone. Click the Bind. of bones to create character anima- tion. You can add bones to the interior of a shape or to separate symbol instances. When you move one bone, the other connected bones move in relation to

Ngày đăng: 02/07/2014, 21:20