tailieunhanh - Thiết kế flash với flash cs5 part 45
Thêm Bones vào một Armature Với ngược Kinematic (IK), bạn có thể sử dụng xương để tạo ra hai loại hình ảnh động IK: những người có biểu tượng và những người có hình dạng. Đối với các loại biểu tượng, bạn liên kết chúng với nhau như một chuỗi. Đối với loại hình dạng, bạn thêm xương bên trong hình dạng. Khi bạn thêm vào một hình dạng xương hoặc dụ biểu tượng, Flash tạo ra một layer mới đặt ra. | Adding Bones to an Armature With Inverse Kinematic IK you can use bones to create two types of IK animations those with symbols and those with shapes. For the symbol type you link them together as a chain. For the shape type you add bones inside the shape. When you add bones to a shape or symbol instance Flash creates a new pose layer. For a shape Flash also converts the selected shapes and bones into an IK shape object. The first bone in an armature is the root bone. It appears with a circle around the head of the bone. Each bone has a head the round end and a tail known as the pointed end. Add Bones to a Shape Create one or more filled shapes and arrange them the configuration you want. Select the entire shape on the Stage. Click the Bone tool on the Tools panel. Click inside the shape and then drag to another location within the shape. While you drag a bone appears. When you connect the points a solid bone appears between them. Flash converts the selected shape into an IK shape object and moves it to a new pose layer in the Timeline. To add another bone drag from the tail of the first bone to another location in the shape. As you add bone instances Flash moves each one to a new pose layer in the Timeline. To create a branched armature click the head of an existing bone and then drag to create a new branch of the first bone. Armature layer 3 290 Chapter 10 Add Bones to a Symbol Arrange the instances in the configuration you want. Click the Bone tool on the Tools panel. Click the symbol instance that you want as the root or head of the armature. Drag the symbol instance to another symbol instance to connect it. While you drag a bone appears. When you connect the symbols a solid bone appears between the symbols. As you add bone instances Flash moves each instance to a new pose layer in the Timeline. To add another bone drag from the tail of the first bone to the next symbol instance you want to add to the armature. To create a branched armature click the head of an
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