Adobe Fireworks CS4 v.10 65011677 Manuale Utente
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65011677
t 11
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.
Flash CS4 dramatically expands the
possibilities for rich and engaging
interactivity.
t
Software:
Flash CS4 Professional
t
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.
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
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,
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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