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The iK'motion toolset allows you to apply inverse kinematics directly to movie clip objects on the stage in the Flash IDE. Inverse kinematics is the process of determining the positions and rotations of various 'bones' in a chain after moving bones at the bottom of the chain. Possible applications include realistic character animation of running, walking, wings flapping and other 'joint-based' movement. By selecting movie clip instances on the stage with the iK'motion picker tool, you can build up an IK (inverse kinematic) chain such that by dragging and moving the last segment of the chain, the entire chain moves. This movement is similar to how tugging on your hand bends arm joints and pulls the entire arm. Once movements are set, motion path tweens can be automatically generated to create animation between one position and another. ActionScript code is also generated to ensure the tweens are precise when the movie is exported.
Before getting started with iK'motion, there are a few basic guidelines to consider:
- You must export your movie with ActionScript 2.0/3.0 in order to get precise tween control (See Publish Settings > Flash > ActionScript Version)
- All selections made with the IK picker tool will attempt to add the selection to the current chain. To create a new chain, use the 'new segment' button. To clear IK info from a mistakenly selected object, use the 'clear IK' button.
- All movie clips intended for use in your IK chains must have their center of rotation properly set up (see Creating movie clips to be used with iK'motion).
- In order to export your movie for ActionScript 3, you must make sure the 'flextnet' directory that came in the installation zip file is in your document's classpath. By default, you can just place it in the same directory as your fla.
For questions, comments & feedback related to iK'motion, please contact support.![]() |
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