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Flash CS6: The Missing Manual
book

Flash CS6: The Missing Manual

by Chris Grover
June 2012
Intermediate to advanced
848 pages
26h 12m
English
O'Reilly Media, Inc.
Content preview from Flash CS6: The Missing Manual

Chapter 9. Realistic Animation with IK Bones

Everywhere you look in the real world, you see things that are linked together: a dog and its tail, a ribbon and a bow, a train engine and its caboose. And then, of course, there’s that song about the thigh bone connected to the hip bone. When objects are connected, they move differently than they do in isolation, since the movement of each linked part influences the movement of the others. Flash gives you a special tool—the Bone tool—that lets you link these kinds of objects, so when you move the hip bone, the thigh bone automatically moves in a realistic manner. The animation tool you use is appropriately called a bone; specifically an IK bone. IK stands for inverse kinematics, which is the type of animation algorithm at work here, but you don’t have to remember that. You can just call them “bones,” and know that you’re using the same technology that computer game developers use to make onscreen characters move realistically.

In this chapter, you’ll learn about the two different ways you can use Flash’s IK Bones tool—with symbols, and with shapes. When you use bones with symbols, you link one symbol to another. For example, suppose you have a train in your animation. Each car is a separate, carefully drawn symbol. Using bones, you can link the engine to the coal car, the coal car to the boxcar, and so on, all the way down to the caboose. The other way you can use bones is with shapes. In the past, if you wanted to draw a snake, you’d ...

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Publisher Resources

ISBN: 9781449330453Errata Page