Using Armatures to Connect Symbols
Chapter 13
366
Using Armatures to
Connect Symbols
When you use IK armatures to connect two
or more symbol instances, the whole struc-
ture moves together, something like a mari-
onette puppet. You can link symbol instances
in linear or branching fashion or use a combi-
nation, where one or more branches extend
in linear fashion. In a simpli ed cartoon body,
for example, you might have three bones
branching from the base of the character’s
About IK Drawing Preferences
When an IK bone connects two symbol instances, the ends of the bone (its head and tail)
create points around which the attached symbol instances rotate. A symbol instance has its
own point of rotation, the transformation point. How do the two work together?  ere are two
styles. Flash can set the transformation point wherever you create a head/tail point, or you
can have Flash force the bone to start or end at the symbol instance’s existing transformation
point. By default, when you click with the
bone tool to create a bones head, or release
the mouse button to create the bones tail,
Flash moves the transformation point
to the spot where you clicked or released.
To change the setting, choose Flash (Mac)
or Edit (Windows) > Preferences. In the
Preferences dialog, choose Drawing
from the category list. To have Flash retain
the current transformation point, in the
IK Bone Tool section, deselect the Auto
Set Transformation Point check box
(Figure 13.1). Now when you create IK
bones, the head (or tail) point snaps to
the existing transformation point of the
symbol instance.  e tasks in this chapter
use the default style.
Figure 13.1 In the Drawing category of the Preferences
dialog, in the IK Bone Tool section, deselect the Auto
Set Transformation Point check box to have Flash
preserve the transformation points of the symbol
instances as you create IK bones. The head or tail of
the bone snaps to the existing transformation point
when you add a bone to the symbol instance.
neck; one connects to the head, a second
connects to the right shoulder, a third to
the left shoulder. Each shoulder bone could
connect in linear fashion to bones for the
upper arm, forearm, and hand. For the tasks
in this section, youll create a linear armature.
(Because you can also use IK armatures with
shapes, make sure that any artwork youre
planning to connect in symbol form has in
fact been converted into symbols before you
start linking with the IK bone tool.)

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