Adobe 65018518 User Guide - Page 234

Edit an IK shape, Bind bones to shape points, Adjust IK motion constraints

Page 234 highlights

USING FLASH CS4 PROFESSIONAL 229 Timelines and Animation Edit an IK shape You can add, delete, and edit control points of the contours in an IK shape using the Subselection tool. • To move the position of a bone without changing the IK shape, drag the endpoint of a bone. • To display the control points of the IK shape boundary, click the stroke of the shape. • To move a control point, drag the control point. • To add a new control point, click a part of the stroke without any control points. You can also use the Add Anchor Point tool in the Tools panel. • To delete an existing control point, click to select it, and then press the Delete key. You can also use the Delete Anchor Point tool in the Tools panel. Bind bones to shape points Depending on the configuration of an IK shape, you may find that the stroke of the shape does not distort in a pleasing way when moving the armature. By default, the control points of a shape are connected to the bone that is nearest to them. The Bind tool allows you to edit the connections between individual bones and the shape control points. This lets you control how the stroke distorts when each bone moves for more pleasing results. You can bind multiple control points to a bone and multiple bones to a control point. Clicking a control point or a bone with the Bind tool displays the connections between the bones and control points. You can then change the connections in a variety of ways. • To highlight the control points connected to a bone, click the bone with the Bind tool . The connected points are highlighted in yellow while the selected bone is highlighted in red. Control points connected to only one bone appear as squares. Control points connected to more than one bone appear as triangles. • To add control points to a selected bone, Shift-click an unhighlighted control point. You can also Shift-drag to select multiple control points to add to the selected bone. • To remove control points from the bone, Ctrl-click (Windows) or Option-click (Macintosh) a control point that is highlighted in yellow. You can also Ctrl-drag (Windows) or Option-drag (Macintosh) to remove multiple control points from the selected bone. • To highlight the bones connected to a control point, click the control point with the Bind tool . The connected bones are highlighted in yellow while the selected control point is highlighted in red. • To add other bones to the selected control point, Shift-click a bone. • To remove a bone from a selected control point, Ctrl-click (Windows) or Option-click (Macintosh) a bone that is highlighted in yellow. Adjust IK motion constraints To create more realistic motion of IK armatures, you can control the freedom of motion of specific bones. For example, two bones that are part of an arm could be constrained so that the elbow cannot bend in the wrong direction. By default, each IK bone has a fixed length assigned when the bone was created. Bones can rotate around their parent joint and along the x and y axis, but they cannot move in ways that require the length of their parent bone to change. Updated 5 March 2009

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229
USING FLASH CS4 PROFESSIONAL
Timelines and Animation
Edit an IK shape
You can add, delete, and edit control points of the contours in an IK shape using the Subselection tool.
To move the position of a bone without changing the IK shape, drag the endpoint of a bone.
To display the control points of the IK shape boundary, click the stroke of the shape.
To move a control point, drag the control point.
To add a new control point, click a part of the stroke without any control points.
You can also use the Add Anchor Point tool in the Tools panel.
To delete an existing control point, click to select it, and then press the Delete key.
You can also use the Delete Anchor Point tool in the Tools panel.
Bind bones to shape points
Depending on the configuration of an IK shape, you may find that the stroke of the shape does not distort in a pleasing
way when moving the armature.
By default, the control points of a shape are connected to the bone that is nearest to them. The Bind tool allows you to
edit the connections between individual bones and the shape control points. This lets you control how the stroke
distorts when each bone moves for more pleasing results.
You can bind multiple control points to a bone and multiple bones to a control point. Clicking a control point or a
bone with the Bind tool displays the connections between the bones and control points. You can then change the
connections in a variety of ways.
To highlight the control points connected to a bone, click the bone with the Bind tool
.
The connected points are highlighted in yellow while the selected bone is highlighted in red. Control points
connected to only one bone appear as squares. Control points connected to more than one bone appear as triangles.
To add control points to a selected bone, Shift-click an unhighlighted control point.
You can also Shift-drag to select multiple control points to add to the selected bone.
To remove control points from the bone, Ctrl-click (Windows) or Option-click (Macintosh) a control point that is
highlighted in yellow.
You can also Ctrl-drag (Windows) or Option-drag (Macintosh) to remove multiple control points from the
selected bone.
To highlight the bones connected to a control point, click the control point with the Bind tool
.
The connected bones are highlighted in yellow while the selected control point is highlighted in red.
To add other bones to the selected control point, Shift-click a bone.
To remove a bone from a selected control point, Ctrl-click (Windows) or Option-click (Macintosh) a bone that is
highlighted in yellow.
Adjust IK motion constraints
To create more realistic motion of IK armatures, you can control the freedom of motion of specific bones. For example,
two bones that are part of an arm could be constrained so that the elbow cannot bend in the wrong direction.
By default, each IK bone has a fixed length assigned when the bone was created. Bones can rotate around their parent
joint and along the x and y axis, but they cannot move in ways that require the length of their parent bone to change.
Updated 5 March 2009