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Tiêu đề Foundation Flash CS4 for Designers
Trường học University of the Arts, London
Chuyên ngành Design and Animation
Thể loại Guide
Năm xuất bản 2009
Thành phố London
Định dạng
Số trang 30
Dung lượng 0,9 MB

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Click the tween layer to select it, and then right- click Ctrl- click and select Insert Keyframe °Position from the context menu, as shown in Figure 8-18.. If you select Clear Keyframe °

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3 Click the tween layer to select it, and then right- click (Ctrl- click) and select Insert Keyframe °Position from the context menu, as shown in Figure 8-18 A property keyframe (small diamond) will appear at frame 45.

Figure 8-18 Property keyframes can be added with the Timeline panel.

4 Switch to the Motion Editor panel and notice that one keyframe apiece has appeared in the Xand Y graphs, which makes sense

5 Select the lunatic symbol and move it downward As you saw earlier in the chapter, property keyframes are created for you automatically in the current frame when you change a symbol’s position, scale, rotation, or the like What you learned from step 3 is that it’s still perfectly okay

to create your keyframe first

6 Switch back to the Timeline panel and right- click (Ctrl- click) again on frame 45 Note that you have options for clearing keyframes and also determining which property keyframes to display

in the Timeline panel

Don’t be fooled by the Clear Keyframe choice! You would think, because Insert Keyframe inserts the desired keyframe(s) in the current frame, that Clear Keyframe would follow suit and remove only keyframes in the current frame This is not so By choosing Clear Keyframe, you’re removing all property keyframes in

the current tween span If you select Clear Keyframe ° Rotation, for example, you remove all property keyframes in the Motion Editor panel’s Rotation Z graph, regardless of in which frame they appear

Once you see these features and understand them for what they are, you’ll surely find them useful, but the Motion Editor panel does more

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7 Open the Motion Editor panel and scrub the playhead of along the Motion Editor’s timeline You get the same sort of preview as the Timeline panel The difference is that the Motion Editor panel also gives you a pair of arrows and a diamond, as shown in Figure 8-19.

Figure 8-19 In the Motion Editor panel,

keyframes can navigated, added, and removed with this widget

Keep an eye on the diamond as you scrub When you drag the playhead to a frame that already tains a keyframe, the diamond turns yellow Use the left and right arrows to jump from keyframe to keyframe Arrows will temporarily become disabled, as appropriate, at the first and last keyframes

8 Scrub to frame 15 and click the Y graph’s diamond It turns yellow, and a new anchor point appears in the Y and X graphs at frame 15 (The Y and X graphs are synchronized, but this isn’t the case with most property graphs.) Click the diamond again, and the keyframe disappears Click it a third time to bring the keyframe back

9 With the new keyframe in place, use the mouse to drag the anchor point in the Y graph upward, which correspondingly moves the lunatic downward on the stage Note how the anchor point snaps to frames if you slide it left and right That makes sense, because you can’t have a keyframe between two frames

10 Move your mouse elsewhere in the Y graph, and then

hold down the Ctrl (Cmd) key while you hover over

one of the line segments As shown in Figure 8-20, the

cursor turns into a pen with a plus sign, which

indi-cates you can click to add a new keyframe Hover over

an existing keyframe while holding the Ctrl (Cmd) key,

and you’ll see a pen cursor with a minus sign Click to

remove the keyframe

11 Hold down the Alt (Option) key and hover over frame

30 in the Rotation Z graph The cursor turns into an

upside down V, as shown in Figure 8-21 Click, and this

converts the anchor point into a curve anchor, which can be adjusted with Bezier handles The effect of these handles on the X and Y graphs isn’t always obvious, but for many properties, it gives you a “quick-and- dirty” custom ease

Figure 8-21 Anchor points can be

con-verted from corner points to smooth with the Alt (Option) key

12 Grab the right Bezier curve handle and drag it up and to the right so that the curve rises above

its 100% mark, as shown in Figure 8-22

Figure 8-20 Keyframes can also be

added and removed with the mouse

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Figure 8-22 Anchor points can be manipulated with Bezier curve handles.

13 Press Enter (Return) to preview the animation, and you’ll see that the symbol rotates farther

than it did before—you’ve pushed it past its original destination, to approximately 160%—and then eases back the Rotation Z setting in the property keyframe at frame 60

As helpful as the Motion Editor panel is, sometimes less is more When you want to compress or expand the duration of a tween span, for example, the Timeline panel is the only way to do it, if you want to do

it proportionally If not, you could use either panel, but the Timeline panel makes it easier

Changing duration proportionally

The animation in the I]j]cejcGaubn]iao*bh] you were just using spans 60 frames At 24 fps, that’s approximately 2.5 seconds, which may or may not be what you want To change a tween span’s dura-tion proportionally, you’ll need to use the Timeline panel Here’s how:

1 Open the ?d]jcejc@qn]pekj*bh] file in the Chapter 8 Atan_eoa folder Look in the Timelinepanel, and you’ll see a 60- second motion tween with five keyframes, four of which are prop-erty keyframes

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2 Move your mouse to the right edge of the tween span You’ll see

the cursor turn into a double- headed arrow, as shown in Figure 8-23

Click and drag toward the right For example, shorten the tween

span so that it ends at frame 30 Notice that all four property

key-frames are still in place, and, proportionately speaking, are the

same relative distance from each other as before

3 Click and drag the tween span so that it ends at frame 59 Now

release and drag the tween span to frame 60

This time, the property frames are nearly back to their original places, but some are slightly off That

makes sense, because frame 59 is an odd number, and Flash had to make a decision on how to shift the frames to compensate

To get the property keyframes back to frames 15, 30, and 45 exactly, you’ll need to use a different approach If you’re into tedium, you could switch to the Motion Editor panel and visit every property graph in turn, sliding numerous anchor points while holding the Shift key The middle keyframe, espe-cially, would give you a headache, as it affects the X Y, Rotation Z, Scale X, and Scale Y graphs There’s

an easier way, and we describe it in the very next paragraph

Changing duration nonproportionally

Sometimes you’ll want to change the duration between property keyframes, which may or may not

incorporate a change in span duration You could do this with the Motion Editor panel, visiting each evant graph and moving property keyframes individually, or you can update the keyframes in several graphs at the same time For that, use the Timeline panel Here’s how:

1 Continuing with ?d]jcejc@qn]pekj*bh], and still in the Timeline panel, hold down the Ctrl (Cmd) key and click the keyframe closest to frame 30 Notice that holding down Ctrl (Cmd) allows you to select a single frame in the tween span, rather than the whole span

2 Now that you have a single property keyframe selected, release the Ctrl (Cmd) key, and then

click and drag the selected keyframe left or right along the timeline Doing this effectively selects all the anchor points for the current frame in the Motion Editor panel and lets you move them as one

Motion paths

With the butterfly exercise in Chapter 7, you learned that a special kind of guide layer in the Timeline

panel, called a motion guide, lets you send a symbol along a potentially intricate path, braided with

loops and curves This capability is equally possible with the Motion Editor panel, only it’s called

a motion path, and it’s built directly into the tween layer In fact, you’ve already seen this feature, even

if you didn’t notice it earlier in the chapter

Manipulating motion paths

The most interesting thing about this Motion Editor panel feature is that its effects are easier to plish with the Timeline panel Let’s take a closer look:

1 Open IkpekjCqe`aOeilha*bh] from the Atan_eoa folder for this chapter You’ll see the Chapter 7 butterfly positioned near the lower- left corner of the stage

Figure 8-23 Drag the

tween span to increase or decrease a tween’s duration

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2 Using the Timeline panel, apply a motion tween to frame 1 Then drag the playhead to frame 24 (or the last frame in the span) Drag the butterfly near the upper- right corner of the stage, and notice the series of dots that represent the motion path.

3 Using the Selection tool, hover near the motion path and, just as you would edit a normal line, click and drag to introduce a curve, as shown in Figure 8-24

Figure 8-24 Motion paths can be manipulated directly.

4 Using the Subselection tool, click either anchor point and drag the Bezier curve handles to increase the range of the curve Do the same thing to the other anchor point In Figure 8-25, we’ve produced a sideways S- shaped motion path

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Not only can you reshape the motion path as shown, you can also move it, rotate it, skew it, and tively treat it as you would any normal shape Let’s keep experimenting.

5 Select the tween layer and cast your gaze to the Property inspector Scrub the X Y, W (width), and H (height) hot text values, and you’ll see that you can move and resize the motion path But wait, there’s more!

6 Open the Transform panel (Window ° Transform) This one’s a bit trickier, because if you don’t select the actual motion path, Flash will think you want to transform the symbol instead

7 Use the Selection tool to click anywhere along the motion path to select it Now scrub the Transform panel’s Rotate hot text to see the motion path pivot around its starting anchor point,

as shown in Figure 8-26

Figure 8-26 Motion paths can even be rotated, skewed, and aligned.

8 To pivot around the other anchor point, right- click (Ctrl- click) the motion path and select

Motion Path ° Reverse Path from the context menu Scrub the Rotate hot text again, and change the location of the hinge When you’re finished, reverse the path again to make the butterfly animate from the bottom left to toward the top right

9 Experiment with the Width, Height, and Skew properties in the same panel

10 To perform these same transformations in a more organic fashion—that is, with your mouse,

rather than by the numbers—switch to the Subselection tool and press the Ctrl (Cmd) key Doing

so introduces a temporary bounding box around the motion path, as shown in Figure 8-27

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Figure 8-27 Hold down Ctrl (Cmd) to transform a motion

path with your mouse

11 Hover near the various transform handles to see the mouse cursor change to indicate what

sort of transformation is possible Click and drag to perform the transformation The corner handles manage rotation, the edge handles manage scale when you hover directly over them, and the same edge handles manage skew when you hover just off center of them

Don’t forget the Alt (Option) key while you make these transformations with the

mouse Without it, transformations pivot around the bounding box’s center With Alt

(Option), transformations pivot along the opposite corner or edge In either case, the

Ctrl (Cmd) key is required to produce the bounding box.

12 Open the Align panel (Window ° Align) and, with the To stage button selected, align the motion path to the horizontal and vertical center of the stage

Notice, as with the classic tween version of this exercise, the nested animation of the butterfly performs

as expected Because the graphic symbol has animation on its own timeline, the butterfly’s wings flutter

as it moves (As a note of interest, that nested animation is composed of classic tweens This is one of many indications that the two tweening models coexist happily.)

Using advanced motion paths

In Chapter 7, the butterfly went on a pretty wild ride—nothing like the tame Bezier curves you’ve seen

so far in this chapter You can do the same thing with the new tweening model, and you still don’t need a motion guide layer Here’s how:

1 Open IkpekjCqe`a?kilhat*bh] in this chapter’s Atan_eoa folder You’ll see the finished version

of the butterfly IkpekjCqe`a*bh] exercise from Chapter 7, including a classic tween directed

by a motion guide layer Your job—and it’s an easy one—is to convert that complex motion guide into a motion path

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2 Right-click (Ctrl- click) the flutter by (motion guide) layer and deselect Guide from the context menu This converts that layer back to a normal layer.

3 Using the Selection tool, double- click the wavy line to select the whole thing, and then cut the curves to the clipboard (Edit ° Cut)

4 Right-click (Ctrl- click) the classic tween and select Remove Tween from the context menu

5 Right-click (Ctrl- click) again and select Create Motion Tween

6 With the tween layer selected, paste the wavy line into the layer by selecting Edit ° Paste in Place That’s all there is to it! If you like, delete the now- empty flutter by layer

7 Click the tween layer again Use the Property inspector to select or deselect Orient to path, which behaves as it did for the classic tween version

Motion tween properties

As you’ve seen throughout this book, the Property inspector is the most versatile panel in your arsenal, simply because it changes to reflect whatever object is selected When you’re dealing with motion tweens, there are two things the Property inspector lets you manipulate: the symbol and the tween itself (that is, the motion path) Some of these properties are the ones you see for classic tweens, but they don’t all apply for motion tweens

Let’s take a look Open any of the files you’ve used to far and make sure a motion tween is applied to

at least one symbol Select the tween span, and you’ll notice the following properties in the Property inspector:

Ease: This applies the Motion Editor panel’s Simple (Slow) ease to the full frame span selected You can adjust this ease’s hot text to a value from -100 (ease in) through 0 (no ease) to 100(ease out)

Rotate [x] time(s) + [y]°: This is comparable to the Rotate drop- down for classic tweens and ages symbol rotation The two hot text values let you specify the number of full rotations ([x]) and degrees of partial rotation ([y])

man-Direction: Once rotation numbers are configured with the previous property, you can choose clockwise (CW), counterclockwise (CCW), or none to determine the direction of those settings

or cancel them

Orient to path: This check box applies only to orientation along a motion path

X, Y, W (Width) and H (Height): These reposition or transform a tween span’s motion path.Sync graphic symbols: Human beings still have an appendix, but modern science can’t figure out what it’s good for, and the same goes for this property Given its name, it’s presumably the motion tween equivalent to the classic tween Sync property discussed in Chapter 7 With motion tweens, symbol synchronization happens automatically, whether or not this property is selected As you’ll see in the next section, this feature is moot in any case, because motion paths can be reassigned to any symbol you like

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The other motion- tween–related Property inspector settings depend on the symbol itself For movieclips, your configuration options for motion tweens are the same as those for classic tweens Some proper-ties—such as position, scale, and rotation, and even color effects, like alpha—are tweenable Others, like Blend modes, are not These are consistent across the board when you’re dealing with movieclips It’s when you’re using graphic symbols that you need to be aware of a few limitations.

The limitations involve the Loop, Play Once, Single Frame, and Frame options in the Property inspector’s Looping area These properties apply to classic tween keyframes as discussed in Chapter 7 For motion tweens, they apply only to the tween span’s first keyframe They’re ignored for property keyframes The long and short of it is that you can set the Loop, Play Once, and Single Frame drop- down options and Frame input field once for a given motion tween—and Flash will obey your command—but only once for that tween span Change these settings at any frame along the span, and the settings are changed for the whole span

Even though we’re focusing on symbols in these paragraphs, bear in mind that motion

tweens can also be applied to text fields.

One final note Like classic tweens, motion tweens can accommodate only one symbol per tween span In fact, motion tweens are a bit more strict about this constraint Once you’ve applied a clas-sic tween between two keyframes, Flash won’t let you draw a shape or add a symbol to any of the frames between the keyframes Interestingly enough, it will let you draw or add symbols to tweened

keyframes, but doing so breaks the classic tween, whose “I’m a tween” indicator line then becomes

a dashed line With motion tweens, Flash won’t let you draw or add a symbol to any frame of the

tween span, keyframe or not The moral of this story is that you should give each of your tween spans its own layer

Motion presets

Here’s another good example of letting the computer do the work for you Flash CS4 takes advantage

of one of the major new facets of motion tweens—that you can copy and paste motion paths—by

providing you with a panel with over two dozen prebuilt motion presets These are reusable motion

paths, complete with motion changes, transformations, and color effects, which you can apply to any symbol or text field Here’s how:

1 Open Hqj]pe_>ec?daaoa*bh] from the Atan_eoa folder for this chapter You’ll see our old

friend, the lunatic, along with a rather unsuccessful cheese- thieving mouse

2 Select the lunatic symbol and open the Motion Presets panel (Window ° Motion Presets)

3 Open the Default Presets folder, if it is not already open, and click among the various choices

to see a preview of the animation in the Motion Presets panel’s preview (see Figure 8-28) You’ll see wipes and zooms, blurs and bounces, and all manner of helter- skelter When you find

a preset you like—we chose bounce- smoosh, the first one—click the panel’s Apply button to copy that motion path to the lunatic symbol

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Figure 8-28 The Motion Presets panel gives you more than two dozen stock motion paths.

Applying the motion preset automatically inserts a motion tween on the lunatic’s layer, and then adds the relevant property keyframes to reproduce the animation in question If you chose bounce- smoosh,

as we did, you’ll need to move the whole motion path upward to keep the symbol from bouncing and smooshing off the bottom of the stage

4 Using the Subselection tool, click the motion path, and then use the Align panel to center the animation vertically on the stage

As you may have guessed, it’s just as easy to apply the same (or different) motion preset to the other symbol, but we would like to draw your attention to a related feature instead That related feature is that motion paths can be edited, or created completely from scratch, and then saved to the Motion Presets panel How? Glad you asked

5 Shorten the duration of the lunatic’s animation by dragging

the right edge of the tween span slightly to the left In our file,

we shortened the tween span from 75 frames to 50 Drag the

playhead to one or more of the property keyframes and use

the Property inspector, Transform panel, or Free Transform tool

to alter the symbol’s antics along the existing motion path

6 Click the tween span and, in the Motion Presets panel, click

the Save selection as preset button ( Figure 8-29) You’ll be

prompted to give the new preset a name Enter whatever you

like (we used bounce-smoosh- alt) and click OK Scroll to the

Custom Presets folder to find your preset

The other buttons in the Motion Presets panel let you create new

fold-ers and delete foldfold-ers or presets

Naturally, you could select the big cheese symbol and apply your

newly minted custom preset, but there’s another way you can share

motion paths

Figure 8-29 Motion paths,

whether made from scratch or based on presets, can be saved for later reuse

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7 Right-click (Ctrl- click) the lunatic’s tween span and select Copy Motion from the context menu Now right- click (Ctrl- click) frame 1 of the cartoon mouse’s layer and select Paste Motion.

Because you used the Align panel to change the position of the original motion path, you’ll need to do the same for the copied path, assuming you want the lunatic and the cartoon mouse to fall in sync It’s easy as pie While you could certainly use the Edit Multiple Frames workflow discussed in Chapter 7—that does still work here—you’ve learned in this chapter that motion tweens can be repositioned by way of their motion paths

8 Using the Subselection tool, click the cartoon mouse’s motion path to select it Use the Alignpanel, again, to center the animation vertically to the stage

9 Preview the animation You’ll see that both symbols perform the same movements (see

Figure 8-30)

Figure 8-30 Motion paths can be shared even without the Motion Presets panel.

That’s impressive enough, but let’s redo the last demonstration in a more dramatic way These last few steps should drive home the notion that, in Flash CS4, motion tweens—specifically, motion paths—are entities that stand on their own, distinct from the symbol

10 Select the lunatic symbol at any point along its tween span and delete the symbol

When you delete the symbol, the tween span remains, along with all its property keyframes Visually speaking, the only difference in the tween span is that its first frame, usually a black dot, is now an empty white dot

11 Click the empty tween span to select it

12 Drag a copy of the big cheese symbol from the library and drop it somewhere on the stage Location doesn’t matter—it can even be on the right side of the existing cheese thief

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Because you selected the tween span first, the symbol will immediately adopt that span’s motion path when you release the mouse to drop the symbol You can’t do that with a classic tween!

Inverse kinematics (IK)

In one of the happiest sequences in Disney’s 1940 classic, Pinocchio, the wooden- headed puppet, once

freed from the apparatus that formerly helped him move, bursts into song, proudly declaring, “I got

no strings on me!” In Flash CS4, the authors suspect that you, too, will burst into song—but for the

opposite reason—when you see the tools for a new feature called inverse kinematics (IK).

What is this academic, vaguely sinister- sounding term? In simple words, IK lets you string up your work like a train set, like sausages, or, if you prefer, like a marionette And when you pull the strings, so

art-to speak, or move one of the connected symbols, your artwork responds like a bona fide action figure You can use IK to make poseable models, and then animate them

Seriously, this feature is way cool, and we think you’re going to love playing with it That said, it’s one

of the more complicated feature sets in Flash CS4 Stringing up your symbols is easy enough The

official terminology calls for creating an armature and populating it with bones, which can then be

dragged around Adobe engineers have made this dead simple

The tricky part is a question of how To a certain extent, you’ll find armatures and bones immediately

intuitive, but just when you think they make sense, they’ll behave in a way that might just strike you

as utterly wrong You’ll see what we’re talking about in the following exercises, and we’ll show you an approach that should give you what you expect

It all starts with something called the Bone tool

Using the Bone tool

New (and very shiny!) to Flash CS4, the Bone tool is your key to the world of poseable armatures in the authoring environment Using it will give you an inkling of the satisfaction experienced by a certain famous Victor Frankenstein, without anywhere near the hassle he went through or the illegal outings You won’t be visiting any actual graveyards, for example

Let’s see how the Bone tool works

1 Open the >kjao*bh] file from the Atan_eoa folder for this chapter You’ll be greeted by a more

or less anatomically correct hand, sans flesh (see Figure 8-31) Go ahead and wave! The wrist and hand bones are all part of the same graphic symbol, named hand in the library The knuckles are also graphic symbols, named by finger and knuckle number—for example, ring1, ring2, and ring3 All of these symbols happen to be on the same layer, but that doesn’t need to be the case

2 Select the Bone tool from the Tools panel It’s the one that looks like a bone, just above the Paint Bucket Click over the bottom- center portion of the skeleton’s wrist and drag toward the bottom of the thumb’s first knuckle, as shown in Figure 8-32 When you release the mouse, you’ll see your very first armature, which includes a single IK bone

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Figure 8-31 The Bone tool lets you connect symbols the way bones are connected in real life.

Notice the new layer in the Timeline panel, called Armature_1 That’s your armature, and as you tinue to connect your symbols together with IK bones, those symbols will automatically be pulled to this new layer Just like a motion tween layer, this layer has distinctive properties For example, you can’t right- click (Ctrl- click) an armature layer to tween it, even though IK poses can be tweened (more

con-on this later in the chapter, in the “Animating IK poses secticon-on”) You can’t draw shapes con-on or drag symbols to an armature layer

Bones have two ends, and it’s helpful to know their anatomy The larger end of the bone, where you

started to drag, is called the head The smaller end of the bone, where you released the mouse, is called the tail The tail is pointing up and to the left in Figure 8-32 A string of connected bones is called an IK chain or a bone chain.

Figure 8-32 Drawing your first bone

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3 Hover somewhere inside the symbol that represents the first knuckle You don’t need to be

exact—just within the symbol’s bounding box Then click and drag toward the bottom of the second knuckle You’ll notice that even if you don’t begin the second drag directly over the tail

of the first armature bone, Flash will automatically snap it into place for you Release when you’re over the bottom of the second knuckle

4 To finish the thumb, hover anywhere inside the

sec-ond knuckle’s symbol Click and drag upward to the

bottom of the third knuckle When you release, you’ll

have the simple bone rigging shown in Figure 8-33

If you’re anything like the authors, you’re just dying to try out

these bones, so let’s take a quick break and do just that

5 Switch to the Selection tool, grab that third knuckle,

and give it a shake

We fully expect you’ll have fun, but all the same, you’ll also

see that it’s pretty easy to arrange the hand into what looks

like the result of a very painful accident (see Figure 8-34)

It may surprise you, for example, that the wrist pivots, and

those knuckles are bending into contortions that make even our yoga buddies wince We’ll fix those issues in just a moment First, let’s get acquainted with the Bone tool properties

Figure 8-34 Ouch! Bones are easy to connect,

but the results aren’t always what you might anticipate

Bone tool properties

There are two ways to nudge the Property inspector into showing bone- related properties: by clicking

an IK bone on the stage and by clicking the armature itself, which is represented by a layer Let’s start with the armature

Figure 8-33 As you connect symbols

with bones, the symbols are pulled to the armature layer

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1 Continuing with the >kjao*bh] file, click frame 1 of the Armature_1 layer When you do, the Property inspector updates to show two twirlies:

Ease: In this area, you’ll find a drop- down list for selecting easing from a list of prebuilt choices, and a Strength value that lets you specify intensity, just as you saw in the Property inspector for motion tweens These settings configure easing for the span of an armature layer (you can drag out an armature span to encompass as many frames as you like) Armature layers provide their own tweening capability, which is discussed in the “Animating

IK poses” section and again in the last exercise of this chapter For now, just note that this is where you can apply easing

Options: The area gives you something to see even without tweening The Style drop- down list lets you specify how you want the IK bones to look You have three choices: Solid (the default), Wire, and Line, which are illustrated in Figure 8-35 from left to right When working with numerous or very small symbols, consider using the Wire or Line styles Why? Because the Solid view can obscure symbols that appear under the IK bones

Figure 8-35 Bones can be configured as Solid, Wire, and Line (from left to right)

2 Change the Type drop- down selection from Authortime to Runtime You’ll see the warning sage shown in Figure 8-36

Figure 8-36 Only movieclip bones can be interactive at runtime.

The reason for the warning is that, although bones can be made interactive for the user, Flash requires that the boned symbols be movieclips when Type is set to Runtime Fortunately, this is easy to change

in Flash CS4, even if there are numerous symbols in play

3 Click OK to close the warning dialog box

4 Open the library and click the first symbol, named hand, to select it Press and hold the Shift key, and then select the last symbol Now everything in your library is selected

5 Right- click (Ctrl- click) any one of the symbols and choose Properties from the context menu

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