Introduction to Inverse Kinematics
New to Flash, Inverse kinematics (IK) is a way to animate parts of a whole object.View the image below. I drew (poorly) an arm with three parts. Each part must be created as a symbol
or saved (F8) as symbol.
After you have the symbol objects on the stage(above image), you will choose the tool icon that looks
like a bone.(below image)The name of this tool is "Bone Tool"! You'll see the object you create with
this tool looks like a bone.

View the example below. I clicked on the left part of the arm and dragged the bone tool
to the center of the forearm. The first bone is called the parent. All others are called children.
Next I drew anther bone from the forearm to the center of the hand. The layout of the
armature is ready to animate. Once you set up this structure, you can manipulate various
movements. This is called "poses".

Image above, drag bone tool across the two symbols. Image below drags another
bone across to the hand.

After you apply the bone tool and create a parent and child drawing, you will notice
the "Armature" layer that was automatically created. From frame 1, take your selection tool
and drag the double-headed arrow to another location in the timeline. You will see I dragged
it to frame 40. I then moved the hand to as if it were waving. Press enter to test your animation.

After you drag timeline, reposition your symbols.

Below you will notice a small black diamond shape inside frame 40. You can click inside
other frames in this layer and reposition your arm. Flash automatically added the black
diamond indicating change.

Without repeating the authors notes in this chapter, I have illustrated the major concepts.
I recommend you practice by drawing a person with two arms. Animate these two
arms using the new technique you just learned.
End of notes.
2012-2014 Copyright Patricia Holmes