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Inverse Kinematics in Flash CS4: FOTB’09
Posted September 20th, 2009 Rich 2 comments 84,102 views(12 votes: 4.00 out of 5)
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Here are the files from my Flash on the Beach 2009 presentation on IK in Flash CS4 Professional. I’ll try to add some personal notes during the conference, but here’s a description of the session to get you going.
Lead the Hand and the Arm will Follow: Inverse Kinematics in Flash CS4
Flash CS4 introduced inverse kinematics to your animating arsenal* which allows you to create skeletal structures, or armatures, for controlling animations. This session will explore a variety of creative and problem-solving tasks using armatures, and focus on both timeline- and ActionScript-based solutions.
- Create runtime interactions like robotic arms, cranes, and similar simulations, without a lick of code.
- Speed up character animations by animating IK poses. Create walk cycles that are more appealing than standard tweens, but at a fraction of the time of using frame-by-frame techniques.
- Give that snivelling worm a spine. Morph shapes with internal skeletons and adjust the way the morph performs by binding bones to specific control points.
- Place your armatures anywhere you like. Don’t be restricted to the first frame of the timeline.
- Control your armatures with ActionScript.
Use inverse kinematics to control your animations and let Flash do the math for you. Domo arigato, Mr. Roboto!
* Go Arsenal!
FOTB09_IK (4.5 MiB, 8,152 hits)
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Inverse Kinematics in Flash CS4: FOTB’09 at Learning ActionScript 3.0 September 20th, 2009 at 20:03