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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 9: Manipulating Warped Objects through Advanced Rigging

In the previous chapter, we saw how to build complex Inverse Kinematics (IK) armatures and create fully animated figures using the tools and workflows present within the software. In this chapter, we will examine workflows associated with the Asset Warp tool and the creation and management of Warped Objects.

This chapter presents an introduction to the Asset Warp tool and how to use it to create Warped Objects out of our vector or bitmap-based artwork through the placement of pins. We'll also see how to manipulate these pins across time and create animation through tweening property differences between keyframes. We then explore more advanced uses for these workflows through modern rigging and the creation of rich armatures, with the ability to manipulate bones and joints as part of our Warped Objects. Finally, we'll perform animation with an armature that makes use of hard bones, soft bones, freeze joints...

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