Flash inverse kinematics tutorial: Difference between revisions

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{{under construction}}
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This is part of the [[Flash tutorials]]
== Introduction ==


<div class="tut_goals">
<div class="tut_goals">
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* low (just started)
* low (just started)
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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 15:39, 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 15:39, 27 November 2008 (UTC)).


== Adding armatures to shapes ==
== Adding armatures to shapes ==
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; Add a bone
; Add a bone
* Select the bone tool
* Select the bone tool from the tool panel
* Click inside the shape and drag a bone
* Click inside the shape and drag a bone
* Click at the end point of a bone an drag again
* Click at the end point of a bone an drag again
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; Adjust
; Adjust
* Use the subselection tool to move  
* Use the subselection tool to move  
=== Armatures with symbol instances ===
==== Adjust properties ===
Select a bone and play with the options in the properties panel
; Constraints
* ....


== Links ==
== Links ==
; Inverse kinematics
* [http://en.wikipedia.org/wiki/Inverse_kinematics Inverse kinematics] (Wikipedia)
* [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).


; Introductions
; Introductions


* [http://tv.adobe.com/#vi+f1552v1001 Flash Downunder - The Bone Tool and the Deco Tool]
* [http://tv.adobe.com/#vi+f1552v1001 Flash Downunder - The Bone Tool and the Deco Tool] by Paul Burnet.
 
; Examples
* [http://www.virtualitoy.com/Fashion/DressUpDolls/ Dress up dolls] (Flash)





Revision as of 17:39, 27 November 2008

Draft

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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
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 15:39, 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 15:39, 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

Constraints
  • ....

Links

Inverse kinematics
Introductions
Examples