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Mastering Adobe Animate 2023

You're reading from   Mastering Adobe Animate 2023 A comprehensive guide to designing modern, animated, and interactive content using Animate

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781837636266
Length 438 pages
Edition 3rd 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. Part 1: Getting Up to Speed
2. Chapter 1: Exploring Adobe Animate FREE CHAPTER 3. Chapter 2: Creating and Animating Shapes 4. Chapter 3: Animating with Symbols, Classic Tweens, and Motion Tweens 5. Part 2: Animating with Diverse Techniques
6. Chapter 4: Enhancing Animations Using Advanced Layers Mode 7. Chapter 5: Setting Up Characters Using Layer Parenting 8. Chapter 6: Physical Motion with Inverse Kinematics 9. Chapter 7: Creating and Manipulating Warped Objects 10. Chapter 8: Modern Rigging Techniques 11. Part 3: Exploring Additional Capabilities
12. Chapter 9: Making Interactive Art with Creative Coding Techniques 13. Chapter 10: Developing Web-Based Games 14. Chapter 11: Producing Virtual Reality Content 15. Chapter 12: Building Apps for Desktop and Mobile 16. Chapter 13: Extending Adobe Animate 17. Index 18. Other Books You May Enjoy

Physical Motion with Inverse Kinematics

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 (IK) 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...
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