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Adobe Animate 2022 for Creative Professionals

You're reading from   Adobe Animate 2022 for Creative Professionals Implement professional techniques and create vivid animated and interactive content with Animate

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Product type Paperback
Published in Jan 2022
Publisher Packt
ISBN-13 9781803232799
Length 464 pages
Edition 2nd Edition
Concepts
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Author (1):
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Joseph Labrecque Joseph Labrecque
Author Profile Icon Joseph Labrecque
Joseph Labrecque
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Table of Contents (19) Chapters Close

Preface 1. Section 1 – Getting up to Speed
2. Chapter 1: A Brief Introduction to Adobe Animate FREE CHAPTER 3. Chapter 2: Exploring Platform-Specific Considerations 4. Chapter 3: Settling into the User Interface 5. Chapter 4: Publishing and Exporting Creative Content 6. Section 2 – Animating with Diverse Techniques
7. Chapter 5: Creating and Manipulating Media Content 8. Chapter 6: Interactive Motion Graphics for the Web 9. Chapter 7: Character Design through Layer Parenting 10. Chapter 8: Animating Poses with IK Armatures 11. Chapter 9: Manipulating Warped Objects through Advanced Rigging 12. Chapter 10: Working with the Camera and Layer Depth 13. Section 3 – Exploring Additional Platforms
14. Chapter 11: Developing Web-Based Games 15. Chapter 12: Producing Virtual Reality Content for WebGL 16. Chapter 13: Building Apps for Desktop and Mobile 17. Chapter 14: Extending Adobe Animate 18. Other Books You May Enjoy

Chapter 8: Animating Poses with IK Armatures

In the previous chapter, we explored how to use Layer Parenting to establish a parent-child relationship among the various layers in an Animate document. This helps us create a type of rig that we can use to animate a character's body parts with ease.

In this chapter, we will explore animating with Inverse Kinematics workflows by using fully rigged IK Armatures. Armatures in Animate are established by creating IK Bones using the Bone tool and exist on a single Armature Layer. We will build a multi-object armature and explore the various properties associated with each node to establish a solid and refined rig. We will then explore how Poses are managed by creating animation through Inverse Kinematics. Finally, we will learn how to package a rig for sharing and reuse.

After reading this chapter, you'll be able to do the following in Animate:

  • Use the Bone tool to establish a rig and understand the concepts behind inverse...
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