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– Bone tool in Adobe Animate cc – YouTube | Adobe animate, Adobe, Animation
Adobe Animate is a powerful tool for creating vector graphics. It’s also a great place to There’s a ton of free videos out there for Adobe Animate. Learn about Bone tool animation and how it uses inverse kinematics (IK) to animate objects in Animate. The bone tool is a great new addition to Adobe Flash CS4. It allows an animator to create movement without using any tweens or frame by frame animation.
Bone Animation – Adobe Flash CS4
Adobe Animate CC includes a really interesting tool that not many users know about. In fact, this subject is way beyond the scope of a single tool — as it encompasses and entirely different way of assembling and animating content in the Timeline. Not exactly new, no. Unfortunately, certain features such as the Bone tool were not rewritten along with the core application. This meant that for a few years, the program did not include this tool. However, Adobe had always stated that features that were left out would be added back in if there was enough of a desire for them.
In , we saw Flash Professional receive a revamped and reintegrated Bone tool and inverse kinematics system of animation — and this is now all available in Animate as well.
When first introduced to this method of creation content in Animate — the main thing users have trouble grasping is exactly what the term inverse kinematics IK means. Specification of the movement of a robot so that its end-effector achieves a desired task is known as motion planning. In Animate CC terminology, IK is used alongside a number of tools and and mechanisms to create, refine, and provide constraints to a skeletal structure which can be animated as a single, reactive entity through a series of poses.
You can use IK mechanics to animate machinery as well — and it does a great at that. The first thing to mention is a set of tool that enable the creation and refinement of IK armatures within Animate — the Bone and Bind tools. This tool is used to draw out bones within a shape to create an armature, or to draw out bones connecting Movie Clip symbol instances to build an armature. Clicking upon either tool within the toolbar and holding the click for a few seconds will allow you to choose either tool.
The Bind Tool itself is used to modify the connections between existing bones and the shape control points in a shape-based armature. Using the Bind Tool, you can refine how the stroke distorts when each bone moves for better results. For more information on the use of these tools, have a look at the Animate Bone Tool documentation.
Figure 2. Hovering over the paths of a shape with the Selection Tool allows us to push and pull to modify the path. With our basic shape created, we can now begin adding bones to it using the Bone Tool. With the Bone Tool selected, click within the slug and drag out a bone. When you release the cursor, the resulting bone will be created and remain at the chosen length.
All other bones in the armature originate from this single tail. Now that we have a tail to our structure, we can drag other bones out from here to create either a linear, or branched IK armature. Notice that the shape is no longer a shape at all — but is now a special type of object in Animate called an IK Shape.
Therefore, we no longer see the shape selection pattern when this object is selected. In its place is a blue bounding box with all existing structural bones visible. To add additional bones to our existing IK Shape armature, click on either end of the existing bone with the Bone Tool and drag out additional bones. We will do this until we have our IK Shape segmented with a number of bones as shown in the figure below. At this point, we can test how the armature behaves by using the Selection Tool to move the slug around.
The movements will be based upon the bone structures we have created — but they may be a bit rough when taken to extremes. This is where the Bind Tool comes into play. Selecting any of the bones with the Bind Tool allows us to adjust the control points which determine how the shape reacts to movements of specific bones. Spending some time to be sure all control points are positioned in an acceptable way will go far in making any movements behave as you intend.
The armature layer is signified with a special icon a human-like figure as well as having all frames within the armature layer take on a greenish color. We now have a completed shape based armature. This example is a linear, shape-based armature. In the figure below, we are creating poses for our armature. Creating and managing poses is the same for both shape and symbol based armatures, so we will go over this concept after discussing symbol based armature creation.
A shape based armature can be neat to play with, and has useful applications, of course. The most useful illustration of this concept is the human form. Think about the different pieces in regard to a human skeleton; you have the head, upper arms and lower arms, hands, chest, pelvis, upper and lower legs, completing the whole form with two feet. This concept can be applied to any form which is constructed of joints and solid forms.
In this example, we draw out each of these shapes with the tools available to us within Animate. Provide a useful name for each symbol and be sure to have Movie Clip as the symbol type. Building an armature from Movie Clip symbol instances is very similar to building an armature from a shape in that bones are drawn using the Bone Tool and branched out from a primary tail bone.
The difference comes into play where we are dealing with multiple objects in place of a single shape. I have created a set of Movie Clip instances to construct our armature based upon the human form; a head, torso, pelvis, upper and lower arms and legs, hands and feet, et cetera. They are arranged in the figure below as an inventory, though we will want to place each piece in relation to the other before we begin building our IK armature. To build an armature from multiple pieces like this, we must use the bones to connect them as they are drawn out across the various parts.
This will allow us to define the full armature based upon these individual pieces. With the assorted parts arranged in the way you want them, select the Bone Tool to begin creating the IK armature. The difference here is that when dealing with Movie Clip symbol instances instead of a shape, each bone must connect the instances to one another and multiple bones cannot exist within a single instance.
For something like the human form, you might place the armature tail originating at the chest or pelvis. From there, draw out branching bones which connect to the head, arms, legs, and so on throughout all parts of the body. You may have noticed at this point in our exploration of IK armatures that when a single bone is selected with the Selection Tool, we get a whole host of properties to manipulate within the Properties Panel.
Specifically, joint rotation and translation across the X and Y axis — along with spring strength and damping. The strength and damping values control how much springiness there is to a specific bone and the rate of decay to that springiness.
Figure The arm instance has its joint rotation constrained to provide more realistic movement. Making fine adjustments to the constraints of specific joints and the angles they are allowed to rotate against will go far in making a more believable armature — and result in more realistic poses.
Additionally, setting these constraints will make it much easier to work with the armature since it will only move in ways which you have allowed it to move. A combination of joint constraints and bone spring strength and damping will allow a great deal of control in terms of how each individual bone behaves across poses. Animating an IK armature in Animate is completely different from other animation mechanisms you may be familiar with.
For instance, you do not create any sort of shape or motion tween on the armature layer — simply existing as an armature layer automatically provides the IK armature animation mechanic within an Animate project. With the armature created, all you need to do in order to design the animation is to extend the frames across the Timeline and change the pose across different frames. Poses within an armature layer are created in a similar way that keyframes are created in a Motion Tween.
If you need to duplicate a pose for slight adjustments, or are creating a looping animation such as a character walk cycle… Animate has a really simple way of managing poses. By bringing up the context menu from an armature layer, you will see a bunch of different options for dealing with armatures and poses. Most conveniently, this menu allows an easy way to copy and paste poses across frames. Note that in order to use this feature, you must have selected a frame which includes a pose in order to copy it from this menu.
What this means is that poses can be dynamically set at runtime by the user through interaction with the armature. To select this option, select any frame upon the armature layer and change it from the Properties panel. Of course, you give away all control over the armature itself by allowing this… but it can be joyful for the user. While traditional frame-by-frame, shape tween, motion and classic tweens are all valid mechanisms to use within an Animate project… have a play at IK animation using the information presented here.
While it is a simple thing to create an IK armature in Animate, taking the time to finesse control points, joint rotation, springiness, and so on can really go far in making a believable armature. Inverse Kinematics When first introduced to this method of creation content in Animate — the main thing users have trouble grasping is exactly what the term inverse kinematics IK means.
Drawing out additional bones to complete the armature. Adjusting control points with the Bind Tool. A completed IK armature. Creating Poses in a shape based armature. Creating a Symbol-based Armature A shape based armature can be neat to play with, and has useful applications, of course. Constructing the Armature Building an armature from Movie Clip symbol instances is very similar to building an armature from a shape in that bones are drawn using the Bone Tool and branched out from a primary tail bone.
A set of Movie Clip instances. Connecting Movie Clip symbol instances with the Bone Tool. A completed IK structure representing the human form. Constraining Joint Movement You may have noticed at this point in our exploration of IK armatures that when a single bone is selected with the Selection Tool, we get a whole host of properties to manipulate within the Properties Panel.
Use Onion Skinning controls to preview the animation between Poses. Managing poses from the contextual menu. The completed IK armature complete with poses. Selecting an armature type of Authortime or Runtime. Note that you cannot use runtime armatures if the armature contains more than one pose. Conclusion While traditional frame-by-frame, shape tween, motion and classic tweens are all valid mechanisms to use within an Animate project… have a play at IK animation using the information presented here.
– Best Adobe Animate CC Tutorials & Online Courses For Self-Learning
You will see the bone structure on the top of your character:. /25985.txt Animate is a powerful tool for creating vector graphics. First of all, you need to set an hierarchy. You can use Paste to All Frames if there is more than one frame wrong.