The Strength and Damping properties give bone animation life-like movement that is highly configurable. It is best to set these properties before adding poses to a pose layer. Strength : The stiffness of the spring. Higher values create a stiffer spring effect. Damping : The rate of decay of the spring effect. Higher values cause the springiness to diminish more quickly. A value of 0 causes the springiness to remain at its full strength throughout the frames of the pose layer.
To enable springiness, select one or more bones and set the Strength and Damping values in the Spring section of the Property inspector. The higher the Strength, the more rigid the spring becomes. Damping determines the rate of decay of the spring effect, so the higher the value, the faster the animation ends. To turn off the Strength and Damping properties, select the pose layer in the Timeline and deselect the Enable checkbox in the Spring section of the Property inspector.
This allows you to see on Stage the poses you have defined in the pose layer without the effect of the Spring properties. The following factors affect the final look of your bones animation when working with the Spring properties. Experiment with adjusting each of these to acheive the final look you want. You animate IK armatures differently from other objects in Animate. With armatures, you simply add frames to the pose layer and reposition the armature on the Stage to create a keyframe.
Keyframes in pose layers are called poses. Because IK armatures are typically used for animation purposes, each pose layer acts as a tween layer automatically. However, IK pose layers are different from tween layers because you cannot tween properties other than bone position in the pose layer. To tween other properties of an IK object such as location, transform, color effects, or filters, enclose the armature and its associated objects in a movie clip or graphic symbol.
You can also animate IK armatures with ActionScript 3. If you plan to animate an armature with ActionScript, you cannot animate it in the Timeline. The armature can have only one pose in the pose layer.
That pose must be in the first frame in which the armature appears in the pose layer. Keeping all the on-stage controls always enabled can result in inadvertantly altering the positioning and the properties of your armature. After creating bones and armature for animation, you can turn off the armature editing controls and hints by selecting the Hide armature editing controls and hints checkbox in the property inspector.
IK armatures exist on pose layers in the Timeline. To animate armatures in the Timeline, insert poses by right-clicking a frame in a pose layer and selecting Insert Pose. Use the Selection tool to change the configuration of the armature. Animate automatically interpolates the positions of the bones in the frames between poses.
You add frames by right-clicking Windows or Option-clicking Macintosh a frame in the pose layer to the right of any existing frames and choosing Insert Frame. You can add or delete frames later at any time. Place the playhead in the frame where you want to add the pose and then reposition the armature on the Stage. Animate inserts a pose into the pose layer in the current frame.
A diamond-shaped pose marker in the frame indicates the new pose. Animate repositions the pose frames in proportion to the change in duration of the layer and reinterpolates the frames in between. To resize the armature span in the Timeline without affecting the location of the pose frames, Shift-drag the last frame of the armature span.
When you finish, scrub the playhead in the Timeline to preview the animation. You can see the armature positions interpolated in between the pose frames. To move a pose to a new location, Ctrl-click Windows or Command-click Macintosh a pose and then drag the pose to a new location in the armature. To copy a pose to a new location, Ctrl-click Windows or Command-click Macintosh a pose and then Alt-drag Windows or Option-drag Macintosh the pose to a new location in the armature.
Cut, copy and paste. Then Ctrl-Click Windows or Command-click Macintosh the frame in the armature span where you want to paste and choose Paste Pose from the context menu. To apply tweened effects to IK object properties other than bone position, enclose the object in a movie clip or graphic symbol.
For an IK shape you can simply click the shape. For linked sets of symbol instances, you can click the pose layer in the Timeline or drag a selection marquee around all of the linked symbols on the Stage.
You can nest symbols containing IK armatures within as many layers of other nested symbols as necessary to create your desired effect. You can use ActionScript 3. Only armatures with a single pose can be controlled with ActionScript. Armatures with more than one pose can only be controlled in the Timeline. By default, the armature name in the Property inspector is the same as the pose layer name.
Use this name to refer to the armature in ActionScript. You can change the name in the Property inspector. Easing is adjusting the animation speed in the frames around each pose to create more realistic motion. Note : These same ease types are available in the Motion Editor when you use motion tweens.
You can view the curve of each type of ease in the Motion Editor when you select a motion tween in the Timeline. The default Strength is 0, which is equivalent to no easing.
The maximum value is , which applies the most significant easing effect to the frames preceding the pose frame. The minimum value is , which applies the most significant easing effect to the frames immediately after the preceding pose frame. When you finish, preview the eased motion on the Stage. Scrub the playhead in the Timeline between the two pose frames where you applied the ease.
Legal Notices Online Privacy Policy. User Guide Cancel. About inverse kinematics. You can use IK in the following ways: By using a shape as a container for multiple bones.
Bone styles. There are 4 ways that Animate can draw bones on the Stage: Solid. This is the default style. Useful when the solid style obscures too much of the artwork beneath the bone. Useful for smaller armatures. Hides the bones to show only the artwork beneath them.
Pose layers. Add bones to symbols. Select the Bone tool from the Tools panel. An armature can have as many branches as necessary. Note : A branch cannot connect to another branch except at its root.
Dragging a bone moves its associated instance without allowing it to rotate relative to its bone. Dragging an instance allows it to move as well as rotate relative to its bone. Dragging an instance in the middle of a branch causes the parent bones to articulate with joint rotation. The child bones move with no joint rotation. Add bones to shapes. After you have added bones to a shape, the shape has the following limitations: You cannot merge an IK shape with other shapes outside it. You cannot rotate, scale, or skew the shape with the Free Transform tool.
Editing the control points of the shape is not recommended. Create a filled shape or shapes on the Stage. Select the entire shape on the Stage. Select the Bone tool in the Tools panel. With the Bone tool, click inside the shape and drag to another location within the shape. Once the shape becomes an IK shape, it has the following limitations: You can no longer transform scale or skew the shape. You cannot add new strokes to the shape. You can still add or remove control points from the existing strokes of the shape.
You cannot edit the shape in place by double-clicking it on the Stage. The shape has its own registration point, transform point, and bounding box. On-stage controls. The bone tool on-stage controls described in the image work as follows: To start working with the on-stage controls, select the bone and use the head of the bone.
To view the on-stage controls, roll-over the head of the bone. The head turns in to a four-way arrows or a plus symbol X and Y axis inside a circle. The arrows represent the translation attributes and the circle represents rotation attributes. Click on the head of the bone and select the circle to edit rotation or select the plus symbol to edit translation attributes.
To see the presence of interactive handles for rotation and translatsion at anytime, roll over the head of the bone.
When you click on either the rotation or translation option, the on-stage controls to set the constraints are displayed. Using the rotation controls. To work with the rotation controls, do the following: Click the bone head to see the rotation and translation tools.
Roll over and click the circle that represents the rotation tool. The circle turns red. Click on the lock icon to enable free rotation. Lock icon turns to a dot. Moving the cursor away from the center shows you one end of the rotation radius. Click on the point on which you want the rotation to start. Move the cursor within the circle again to select the other end of the rotation radius.
Click where you want that point to be. Confirm the radius definition by clicking on the circle. Using the translation controls. You can use the translation controls as follows: Roll over the plus sign with four-way arrows and click on it to select the translation controls. Click on the lock to enable the translation controls. The lock icon turns into a dot. Click on an arrow head and drag it to the point to which you want the extend the range of movement.
Edit IK armatures and objects. Select bones and associated objects. To select an individual bone, click the bone with the Selection tool. Shift-click to select multiple bones. To select all the bones in the armature, double-click a bone. To select an entire armature and display the properties of the armature and its pose layer, click a frame in the pose layer containing the armature. To select an IK shape, click the shape.
To select a symbol instance connected to a bone, click the instance. Reposition bones and associated objects. To reposition a linear armature, drag any bone in the armature. If the armature contains connected symbol instances, you can also drag an instance. In this way you can rotate the instance relative to its bone. To reposition a branch of an armature, drag any bone in the branch.
All the bones in the branch move. Bones in other branches of the armature do not move. To rotate a bone with its child bones without moving the parent bone, Shift-drag the bone. To move an IK shape to a new location on the Stage, select the shape and change its X and Y properties in the Property inspector.
You can also Alt-drag Windows or Option-drag Macintosh the shape. Delete bones. Do one of the following: To delete an individual bone and all of its children, click the bone and press the Delete key.
You can select multiple bones to delete by Shift-clicking each bone. To delete all bones from an IK shape or symbol armature from the Timeline, right-click the IK armature span in the Timeline and choose Remove Armature from the context menu. To delete all bones from an IK shape or a symbol armature on the Stage, double click a bone in the armature to select all bones.
Then press Delete. IK shapes revert to normal shapes. Move bones relative to the associated shape or symbol. To move the location of either end of a bone within an IK shape, drag the end of the bone with the Subselection tool.
To move the location of a bone joint, head, or tail within a symbol instance, move the transformation point of the instance. Use the Free Transform tool. The bone moves with the transformation point. To move an individual symbol instance without moving any other linked instances, Alt-drag Windows or Command-drag Macintosh the instance, or drag with the Free Transform tool. The bones connected to the instance lengthen or shorten to accommodate the new location of the instance.
Edit an IK shape. The difference comes into play where we are dealing with multiple objects in place of a single shape. I have created a set of Movie Clip instances to construct our armature based upon the human form; a head, torso, pelvis, upper and lower arms and legs, hands and feet, et cetera. They are arranged in the figure below as an inventory, though we will want to place each piece in relation to the other before we begin building our IK armature.
To build an armature from multiple pieces like this, we must use the bones to connect them as they are drawn out across the various parts. This will allow us to define the full armature based upon these individual pieces. With the assorted parts arranged in the way you want them, select the Bone Tool to begin creating the IK armature.
The difference here is that when dealing with Movie Clip symbol instances instead of a shape, each bone must connect the instances to one another and multiple bones cannot exist within a single instance. For something like the human form, you might place the armature tail originating at the chest or pelvis. From there, draw out branching bones which connect to the head, arms, legs, and so on throughout all parts of the body.
You may have noticed at this point in our exploration of IK armatures that when a single bone is selected with the Selection Tool, we get a whole host of properties to manipulate within the Properties Panel. Specifically, joint rotation and translation across the X and Y axis — along with spring strength and damping. The strength and damping values control how much springiness there is to a specific bone and the rate of decay to that springiness. Figure The arm instance has its joint rotation constrained to provide more realistic movement.
Making fine adjustments to the constraints of specific joints and the angles they are allowed to rotate against will go far in making a more believable armature — and result in more realistic poses. Additionally, setting these constraints will make it much easier to work with the armature since it will only move in ways which you have allowed it to move. A combination of joint constraints and bone spring strength and damping will allow a great deal of control in terms of how each individual bone behaves across poses.
Animating an IK armature in Animate is completely different from other animation mechanisms you may be familiar with. For instance, you do not create any sort of shape or motion tween on the armature layer — simply existing as an armature layer automatically provides the IK armature animation mechanic within an Animate project.
With the armature created, all you need to do in order to design the animation is to extend the frames across the Timeline and change the pose across different frames. Poses within an armature layer are created in a similar way that keyframes are created in a Motion Tween. If you need to duplicate a pose for slight adjustments, or are creating a looping animation such as a character walk cycle… Animate has a really simple way of managing poses.
By bringing up the context menu from an armature layer, you will see a bunch of different options for dealing with armatures and poses. Most conveniently, this menu allows an easy way to copy and paste poses across frames. Note that in order to use this feature, you must have selected a frame which includes a pose in order to copy it from this menu.
What this means is that poses can be dynamically set at runtime by the user through interaction with the armature. To select this option, select any frame upon the armature layer and change it from the Properties panel. Of course, you give away all control over the armature itself by allowing this… but it can be joyful for the user. While traditional frame-by-frame, shape tween, motion and classic tweens are all valid mechanisms to use within an Animate project… have a play at IK animation using the information presented here.
While it is a simple thing to create an IK armature in Animate, taking the time to finesse control points, joint rotation, springiness, and so on can really go far in making a believable armature. Inverse Kinematics When first introduced to this method of creation content in Animate — the main thing users have trouble grasping is exactly what the term inverse kinematics IK means.
Drawing out additional bones to complete the armature. Adjusting control points with the Bind Tool. A completed IK armature. Creating Poses in a shape based armature. Creating a Symbol-based Armature A shape based armature can be neat to play with, and has useful applications, of course.
Constructing the Armature Building an armature from Movie Clip symbol instances is very similar to building an armature from a shape in that bones are drawn using the Bone Tool and branched out from a primary tail bone. A set of Movie Clip instances. Connecting Movie Clip symbol instances with the Bone Tool. A completed IK structure representing the human form. Constraining Joint Movement You may have noticed at this point in our exploration of IK armatures that when a single bone is selected with the Selection Tool, we get a whole host of properties to manipulate within the Properties Panel.
Use Onion Skinning controls to preview the animation between Poses. Managing poses from the contextual menu. The completed IK armature complete with poses. Selecting an armature type of Authortime or Runtime. Note that you cannot use runtime armatures if the armature contains more than one pose.
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