Adobe Animate CC includes a really interesting tool that not many users know about. In fact, this subject is way beyond the scope of a single tool — as it encompasses and entirely different way of assembling and animating content in the Timeline. Not exactly new, no. Unfortunately, certain features such as the Bone tool were not rewritten along with the core application. This meant that for a few years, the program did not include this tool.
However, Adobe had always stated that features that were left out would be added back in if there was enough of a desire for them. In , we saw Flash Professional receive a revamped and reintegrated Bone tool and inverse kinematics system of animation — and this is now all available in Animate as well.
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. Specification of the movement of a robot so that its end-effector achieves a desired task is known as motion planning.
In Animate CC terminology, IK is used alongside a number of tools and and mechanisms to create, refine, and provide constraints to a skeletal structure which can be animated as a single, reactive entity through a series of poses. You can use IK mechanics to animate machinery as well — and it does a great at that. The first thing to mention is a set of tool that enable the creation and refinement of IK armatures within Animate — the Bone and Bind tools.
This tool is used to draw out bones within a shape to create an armature, or to draw out bones connecting Movie Clip symbol instances to build an armature.
Clicking upon either tool within the toolbar and holding the click for a few seconds will allow you to choose either tool. The Bind Tool itself is used to modify the connections between existing bones and the shape control points in a shape-based armature. Using the Bind Tool, you can refine how the stroke distorts when each bone moves for better results.
For more information on the use of these tools, have a look at the Animate Bone Tool documentation. Figure 2. Hovering over the paths of a shape with the Selection Tool allows us to push and pull to modify the path. With our basic shape created, we can now begin adding bones to it using the Bone Tool. With the Bone Tool selected, click within the slug and drag out a bone.
When you release the cursor, the resulting bone will be created and remain at the chosen length. All other bones in the armature originate from this single tail. Now that we have a tail to our structure, we can drag other bones out from here to create either a linear, or branched IK armature. Notice that the shape is no longer a shape at all — but is now a special type of object in Animate called an IK Shape.
Therefore, we no longer see the shape selection pattern when this object is selected. In its place is a blue bounding box with all existing structural bones visible. To add additional bones to our existing IK Shape armature, click on either end of the existing bone with the Bone Tool and drag out additional bones. We will do this until we have our IK Shape segmented with a number of bones as shown in the figure below. At this point, we can test how the armature behaves by using the Selection Tool to move the slug around.
The movements will be based upon the bone structures we have created — but they may be a bit rough when taken to extremes. Want to master Microsoft Excel and take your work-from-home job prospects to the next level?
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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. 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.
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