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Tiêu đề Adding bones to an armature with inverse kinematic (IK)
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To add another bone, drag from the tail of the first bone to another location in the shape.. To create a branched armature, click the head of an existing bone, and then drag to create a

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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 add another 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 create a branched armature,

click the head of an existing bone,

and then drag to create a new

branch of the first bone

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2

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2

Armature layer

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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 add another bone, drag from

the tail of the first bone to the next

symbol instance you want to add

to the armature

To create a branched armature,

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

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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

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Symbols

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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 move 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 delete bones, do either of the

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Selection tool

Armature layer

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Transform panel

Symbols

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IK Shape or Symbol Instance

Select the shape or symbol,

click the Modify menu, and

then click Break Apart.

To edit 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 set motion constraints, 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

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IK shape

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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

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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

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