The bone tool gives you inverse kinematics (IK) capabilities within Animate. 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, specify the start and end positions of bones on the Timeline. Animate automatically interpolates the positions of the bones in the armature between the starting and ending frames.
- Break up the body into different layers
- Bones can be placed on shapes or movie clips
- To animate: Series of poses
- start and end are the same
- last frame: right click: insert pose
- control points
- armature layer: click on: options: wire, solid, line
- fine tuning: property inspector for speed, pin, (keep in one place) spring, ease (quality of movement)
- Property Inspector: rotation: enable (full range of motion) constrain: set degree of motion
- click on individual bones: spring (force of motion); damping (heaviness of how fast it stops)
- ALSO: when you are working on an embedded bone tool layer, you can’t see the motions until you export them to view!