Editing IK Elements
392
Original
Ready to reposition transformation point
Drag transformation point
Transformation point relocated
Head relocated
Figure 13.31 Use the free-transform tool to change
the location of the head or tail in an IK node by
dragging the symbol instance’s transformation point.
The IK bones are not visible while you use the free-
transform tool, but behind the scenes, Flash also
moves the head and/or tail points associated with
that transformation point. Select the armature to see
the bones in their new position.
Editing IK Elements
An armature isn’t set in stone once you’ve
created and posed it.  e thing to remember
about editing armatures is that you must
remove any poses that you’ve created before
you start making changes. Otherwise, youll
get some strange results. When a pose span
contains just one pose, you can edit the
armature in a variety of ways. You can change
the position of head and tail joints in IK nodes,
reposition IK nodes relative to one another,
remove bones and nodes, and add bones and
nodes. You can change, add, and remove bones
inside an IK shape; change bone length; and
edit the path of an IK shape. You can also
control which bones a ect which portions
of an IK shapes path, by using the bind tool.
To reposition a bones head/tail within
an IK node:
1. To select a node whose head or tail you
want to adjust, using the selection or
subselection tool, click the node.
2. In the Tools panel, choose the free-
transform tool.
Flash activates the transform box of the
selected symbol instance and highlights
the transformation point as a white circle.
e head and tail points are located at the
transformation point of an IK node.
3. Position the pointer over the transforma-
tion point.
A chain-link modi er appears next to the
pointer, indicating that you can reposition
the transformation point.
4. Drag the transformation point to a new
location within the IK node (Figure 13.31).
e white circle representing the transfor-
mation point moves to the new location.
Flash also moves the head and/or tail points
associated with that transformation point.
Chapter 13
Editing IK Elements
Intro to Inverse Kinematics
393
Original armature
Reposition IK node
Revised armature
Figure 13.32 You can relocate a selected node
(or multiple selected nodes) by Option-dragging
or
#
-dragging (Mac) or Alt-dragging (Windows)
the selection. As you Option-drag (Mac) or Alt-drag
(Windows), the IK bones disappear; Flash redraws
the bones when you release the mouse button. If you
drag with the other modifi er key, the bones remain
visible in their original locations until you release the
mouse button.
Original armature
Reposition joint
Revised armature
Figure 13.33 Use the subselection tool to change the
length of a bone within a selected IK shape. Drag the
head or tail point to change the length of the bone.
To reposition IK nodes:
Using the selection tool, Option-drag or
#
-drag (Mac) or Alt-drag or Ctrl-drag
(Windows) one node (or multiple
selected nodes).
Reposition the selected node (or nodes)
and release the mouse button
(Figure 13.32).
To change bone length in IK Shapes:
1. In the Tools panel, choose the
subselection tool.
2. Position the pointer over a head or
tail point.
3. Drag the head or tail to a new location
within the IK shape, and release the
mouse button.
Flash redraws the bones on either side
of the point you drag (Figure 13.33).
To edit an IK shape’s path:
1. To view the bones, select the armature in
an IK shape.
2. Using the subselection tool, click the edge
of the selected IK shape.
If the shape has a stroke, click the stroke;
otherwise, click at the edge of the shape.
Flash activates the shape’s Bézier path in
blue, displaying control points as hollow
blue squares.
3. To activate handles for a control point,
click that point.
Flash activates the point and its handles,
displaying them as three hollow red
squares connected by lines.  e central
square represents the control point on the
path; the outer squares work as Bézier-
style handles.
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