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Mastering Adobe Animate 2021

You're reading from   Mastering Adobe Animate 2021 Explore professional techniques and best practices to design vivid animations and interactive content

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Product type Paperback
Published in Feb 2021
Publisher Packt
ISBN-13 9781801074162
Length 404 pages
Edition 1st 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 (18) 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: Working with the Camera and Layer Depth 12. Section 3: Exploring Additional Platforms
13. Chapter 10: Developing Web-Based Games 14. Chapter 11: Producing Virtual Reality Content for WebGL 15. Chapter 12: Building Apps for Desktop and Mobile 16. Chapter 13: Extending Adobe Animate 17. Other Books You May Enjoy

Chapter 8: Animating Poses with IK Armatures

In the previous chapter, we explored the use of Layer Parenting in order to establish a parent-child relationship among the various layers in an Animate document in order to create a type of rig to animate a character's body parts more easily.

In this chapter, we will now explore animating with Inverse Kinematics workflows through the use of 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 in order to establish a solid and refined rig. We will then explore the ways in which Poses are managed, creating animation through Inverse Kinematics. Finally, we will also examine how to package a rig for sharing and reuse.

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

  • Use the Bone tool to establish...
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