Inverse kinematics – Adobe Flash Professional CC 2014 v.13.0 User Manual
Page 879
(Deprecated with Flash Professional CC) Inverse kinematics
About inverse kinematics
Add bones to symbols
Add bones to shapes
Edit IK armatures and objects
Bind bones to shape points
Constrain motion of IK bones
Add Springiness to bones
Animate an armature
Add easing to IK animation
About inverse kinematics
Note: Inverse Kinematics is deprecated with Flash Professional CC. If you open a file, previously saved with an older version of Flash
Professional, in Flash Professional CC, Inverse Kinematics is converted to Frame-by-Frame Animation. For more information, see
.
Inverse kinematics (IK) is a way of animating objects using bones chained into linear or branched armatures in parent-child relationships. When
one bone moves, connected bones move in relation to it
Inverse kinematics lets you easily create natural motion. To animate using inverse kinematics, you simply specify the start and end positions of
bones on the Timeline. Flash automatically interpolates the positions of the bones in the armature between the starting and ending frames.
You can use IK in 2 ways:
By using a shape as a container for multiple bones. For example, you can add bones to a drawing of a snake so that it slithers realistically.
You can draw these shapes in Object Drawing mode.
By chaining symbol instances. For example, you can link movie clips showing a torso, arm, lower arm, and hand so that they move
realistically in relation to each other. Each instance has only one bone.
Note: You can animate armatures not only in the Timeline but also with ActionScript 3.0. For more information, see the fl.ik classes in the
ActionScript 3.0 Language and Components Reference.
A shape with an IK bone armature added. Note that the head of each bone is round and the tail is pointed. The first bone added, the root bone,
has a circle at the head.
872