Adobe flash ik tools


















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. To move the position of a bone without changing the IK shape, drag the endpoint of a bone. To display the control points of the IK shape boundary, click the stroke of the shape. To move a control point, drag the control point. To add a new control point, click a part of the stroke without any control points. To delete an existing control point, click to select it, and then press the Delete key.

Note: An IK shape cannot be transformed scaled or skewed. Bind bones to shape points. You can bind multiple control points to a bone and multiple bones to a control point. To highlight the control points connected to a bone, click the bone with the Bind tool. To add control points to a selected bone, Shift-click a control point that is not highlighted.

You can also Shift-drag to select multiple control points to add to the selected bone. To highlight the bones connected to a control point, click the control point with the Bind tool. To add other bones to the selected control point, Shift-click a bone. Constrain motion of IK bones.

You can also limit the speed of motion of a bone to create the effect of weight in a bone. Examples: For an arm, you could constrain the degrees of rotation of the elbow so that it cannot rotate beyond the normal range of motion of a forearm.

You set these properties in the Property inspector when one or more bones are selected. This checkbox is selected by default. The bone becomes rigid and follows the motion of its parent. Add springness to bones.

The Strength property value. The Damping property value. In vanilla Flash it is impossible to do this with a key and even in Animate where you can assign shortcuts to these functions, you need to click on the Timeline and make layer selection first which doesn't really save clicks or time.

Multi-swap symbol instances with one selected symbol in the Library even over Multiple Keyframes with Swap Multiple Symbols — something impossible to do in out-of-the-box Flash. Access each tool's dedicated help page directly from within Flash or Animate. Read about typical usage scenarios. Watch the video demonstrations and find new creative ways to apply the newly acquired knowledge to your unique projects. Acquaint yourself with the technology behind Smart Magnet Rigs.

Build your characters according to the best industry practices, described in the fundamental articles on Classic Tween Workflow and Professional Character Rigging. Even if you are an experienced Flash animation professional, it may still be worth checking these two and esp. Knowledge is power. It gives you better control over your production and results in more organic and cinematic animation.

Check out all the cool free sample Smart Magnet Rigs. Download them to quickly test the tools or to study how they were made — how elements are nested, how the joints work. Start animating right away and build your own characters later.

If you have years of experience with Flash and Animate it will still be good to have these rigs for technical reference, trouble-shooting and experimentation or just have some fun with the FreeStyle RoboKit.

These are all broadcast-quality rigs, suitable for testing every single feature of the EDAPT toolset. Start enjoying animating in Flash again. Lose that feeling that you were left behind and abandoned, that the program you love so much was completely overtaken by ToonBoom and Moho.

No matter how old your version of Flash may be, with EDAP Tools it has a brand new cylinder turbo-charged engine, ready to break all land speed records. Shake the dust off those abandoned projects, sharpen your pencils, set those tires on fire! An interactive tool for creating Smart Magnet Rig hierarchies.

Magnet Targets and Center Markers are automatically added when needed. Flexible, customizable panel with multiple buttons, providing easy access to functionality related to rigging, editing, posing, manipulating or repairing of Smart Magnet Rigs. Welds an element of a Smart Magnet Rig to its parent. When a child element is welded to its parent it always moves in Hard Rotation when the parent is rotated with KineFlex. Interactive panel which allows users to create multiple color palettes associated with a Symbol and then switch between these palettes.

Color palettes can be copied cloned , modified with color effects, reorganized, saved as files or loaded from a saved file. Swaps the currently selected Symbol instance with the next or previous Symbol in the Library. Works within the confinement of a Library Folder and always goes through the list in alphabetical order. Redefines the parent-child hierarchy in a Smart Magnet Rig by re-assigning Master Parent status to the currently selected Symbol instance and inverting some hierarchical chains when necessary.

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. Share our site to support us!

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