Flash inverse kinematics tutorial: Difference between revisions
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The '''bones tool''' is an '''inverse kinematics''' tool. | The '''bones tool''' is an '''inverse kinematics''' tool. | ||
{{quotation|Inverse kinematics is the process of determining the parameters of a jointed flexible object (a kinematic chain) in order to achieve a desired pose. Inverse kinematics is a type of motion planning. Inverse kinematics are also relevant to game programming and 3D animation, where a common use is making sure game characters connect physically to the world, such as feet landing firmly on top of terrain.}} ([http://en.wikipedia.org/wiki/Inverse_kinematics Wikipedia], retrieved 15: | {{quotation|Inverse kinematics is the process of determining the parameters of a jointed flexible object (a kinematic chain) in order to achieve a desired pose. Inverse kinematics is a type of motion planning. Inverse kinematics are also relevant to game programming and 3D animation, where a common use is making sure game characters connect physically to the world, such as feet landing firmly on top of terrain.}} ([http://en.wikipedia.org/wiki/Inverse_kinematics Wikipedia], retrieved 15:41, 27 November 2008 (UTC)). | ||
{{quotation|The characters in a game have skeletons. Similar to our own skeleton, this is a hidden series of objects that connect with and move in relation to each other. Using a technique called parenting, a target object (the child) is assigned to another object (the parent). Every time the parent object moves, the child object will follow according to the attributes assigned to it. A complete hierarchy can be created with objects that have children and parents [...] Once the skeleton is created and all of the parenting controls put in place, the character is animated. Probably the most popular method of character animation relies on inverse kinematics. This technique moves the child object to where the animator wants it, causing the parent object and all other attached objects to follow.]}} ([http://electronics.howstuffworks.com/question538.htm How stuff works], retrieved 15: | {{quotation|The characters in a game have skeletons. Similar to our own skeleton, this is a hidden series of objects that connect with and move in relation to each other. Using a technique called parenting, a target object (the child) is assigned to another object (the parent). Every time the parent object moves, the child object will follow according to the attributes assigned to it. A complete hierarchy can be created with objects that have children and parents [...] Once the skeleton is created and all of the parenting controls put in place, the character is animated. Probably the most popular method of character animation relies on inverse kinematics. This technique moves the child object to where the animator wants it, causing the parent object and all other attached objects to follow.]}} ([http://electronics.howstuffworks.com/question538.htm How stuff works], retrieved 15:41, 27 November 2008 (UTC)). | ||
== Adding armatures to shapes == | == Adding armatures to shapes == | ||
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==== Adjust properties === | ==== Adjust properties === | ||
Select a bone and play with the options in the properties panel | Select a bone and play with the options in the properties panel | ||
; Constraints | ; Joint Constraints | ||
Joint constraints are rotational constraints on the joints of an artificial bone system | |||
== Links == | == Links == | ||
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* [http://en.wikipedia.org/wiki/Inverse_kinematics Inverse kinematics] (Wikipedia) | * [http://en.wikipedia.org/wiki/Inverse_kinematics Inverse kinematics] (Wikipedia) | ||
* [http://en.wikipedia.org/wiki/Inverse_kinematic_animation Inverse kinematic animation] (Wikipedia). | |||
* [http://freespace.virgin.net/hugo.elias/models/m_ik2.htm Inverse Kinematics - Improved Methods] by Hugo Elias, 2004. Very technical. | * [http://freespace.virgin.net/hugo.elias/models/m_ik2.htm Inverse Kinematics - Improved Methods] by Hugo Elias, 2004. Very technical. | ||
* [http://electronics.howstuffworks.com/question538.htm How do the characters in video games move so fluidly?] (Howstuffworks.com). | * [http://electronics.howstuffworks.com/question538.htm How do the characters in video games move so fluidly?] (Howstuffworks.com). |
Revision as of 16:41, 27 November 2008
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This is part of the Flash tutorials
Introduction
- Learning goals
- Insert bones in shapes
- Connect symbols with bones
- Create a motion animation with bones
- Attach envelope points to bones
- Flash level
- Flash CS4
- Prerequisites
- Moving on
- See the Flash tutorials
- Level and target population
- Beginners
- Quality
- low (just started)
The bones tool is an inverse kinematics tool.
“Inverse kinematics is the process of determining the parameters of a jointed flexible object (a kinematic chain) in order to achieve a desired pose. Inverse kinematics is a type of motion planning. Inverse kinematics are also relevant to game programming and 3D animation, where a common use is making sure game characters connect physically to the world, such as feet landing firmly on top of terrain.” (Wikipedia, retrieved 15:41, 27 November 2008 (UTC)).
“The characters in a game have skeletons. Similar to our own skeleton, this is a hidden series of objects that connect with and move in relation to each other. Using a technique called parenting, a target object (the child) is assigned to another object (the parent). Every time the parent object moves, the child object will follow according to the attributes assigned to it. A complete hierarchy can be created with objects that have children and parents [...] Once the skeleton is created and all of the parenting controls put in place, the character is animated. Probably the most popular method of character animation relies on inverse kinematics. This technique moves the child object to where the animator wants it, causing the parent object and all other attached objects to follow.]” (How stuff works, retrieved 15:41, 27 November 2008 (UTC)).
Adding armatures to shapes
- Create a new layer
- Draw a shape or a simple drawing in object mode. Make sure to finish the drawing, later you only can adjust its shape.
- Add a bone
- Select the bone tool from the tool panel
- Click inside the shape and drag a bone
- Click at the end point of a bone an drag again
- etc.
- Kill bones
- Adjust
- Use the subselection tool to move
Armatures with symbol instances
= Adjust properties
Select a bone and play with the options in the properties panel
- Joint Constraints
Joint constraints are rotational constraints on the joints of an artificial bone system
Links
- Inverse kinematics
- Inverse kinematics (Wikipedia)
- Inverse kinematic animation (Wikipedia).
- Inverse Kinematics - Improved Methods by Hugo Elias, 2004. Very technical.
- How do the characters in video games move so fluidly? (Howstuffworks.com).
- Introductions
- Flash Downunder - The Bone Tool and the Deco Tool by Paul Burnet.
- Examples
- Dress up dolls (Flash)