Adobe Fireworks CS4 v.10 65011677 Manuale Utente

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Bottom Line: 
Inverse Kinematics in Flash CS4 proves that sophisticated animation techniques
do not necessarily need to be complex or require extensive coding.
Once the logical 
structure is created, 
moving one element 
automatically pulls the 
connected structure. 
Defining the skeleton 
for inverse kinematics 
just takes a few clicks 
using the Bones tool in 
Flash CS4 Professional.
What is it all about?
Inverse Kinematicss, or IK, is 
one of the staples of sophisticated 
animation techniques. IK means to 
apply an underlying skeleton to a 
shape that defines the connections 
and relationships between different 
elements of that shape. When IK 
effects are applied to the image of a 
tree, moving the branch causes the 
leaves to flutter.
How do I use it? 
Sound complicated? It is actually quite 
simple: all you need to do is to use the 
new Bones tool in Flash CS4 to draw 
links between the objects you want to 
move in relation to each other.  
A few clicks opens up the considerable 
creative potential of this complex 
animation effect—without requiring 
any programming.
 
t
Adding inverse kinematics to 
Flash CS4 dramatically expands the 
possibilities for rich and engaging 
interactivity. 
 
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Software:
 
Flash CS4 Professional
 
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While traditionally, 
inverse kinematics 
is used for character 
animation, the 
availability of this 
technique as a visual 
drawing tool in Flash 
opens up a host of 
innovative possibilities 
to Flash users of every 
level.
Creative Potential
 for Web Professionals
Inverse Kinematics
 Pushes the Envelope of Flash Animation
Adobe Flash CS4 Professional—Reviewer’s Guide 11
Try it: Link objects together with the Bones tool
1.  Choose File > Open, and then navigate to the Flash_CS4_RG_Assets folder. Select and 
open the file named craneArm.fla.
On the stage you can see several symbols, each making up a separate section of a crane. 
2.  Select the Bones tool   and click and drag from the base of the crane to the very top, 
where it connects to the next arm of the crane. This action “links” the first two symbols 
together.
3.  Position your cursor at the precise point where your first “joint” ends, and then click and 
drag to the right to create a second link, this time connecting the arm to the ropes.
4.  With the selection tool, click and drag on the hook, which appears at the end of the rope. 
As you move this one symbol, notice all of the other symbols moving as well—each 
movement defined by the skeleton that you’ve created with the Bones tool.
   
   
Take a look at the Timeline. You’ll notice a new layer was created, named Armature_1.  
This layer keeps track of the skeleton that you’re creating, which controls how the symbols 
interact with each other.
5.  Click on the Armature layer to select it. In the Properties panel, you can see a section 
called Options, where you’ll find the Type setting set to Authortime. This setting allows 
you to position your artwork on the stage, according to the defined armature. Switch the 
Type setting to Runtime. This tells Flash to enable the armature settings when the Flash 
file is played in Adobe Flash Player.
Left: Connecting the base of the crane to
the arm at the top in Step 2. Center:
Connecting the arm of the crane to the 
ropes in Step 3. Right: Moving the hook of
the crane in Step 4.
Click above to see how the armature is created.
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