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Basics of Inverse Kinematics
Introduction to IKInverse
kinematics (IK) lets you create life-like animation by linking parts
so they move in relation to one another in a realistic manner.
For example, using IK you can move a leg to a certain position
by articulating the movements of the joints in the leg required
to achieve the desired pose. IK uses a framework of bones chained
together in a structure called an IK armature. The fl.ik package
helps you create animations resembling natural motion. It lets you
animate multiple IK armatures seamlessly without having to know
a lot about the physics behind the IK algorithms.
Create the IK armature with its ancillary bones and joints with
Flash. Then you can access the IK classes to animate them at runtime.
See the Using inverse kinematics section in Using Flash CS4 Professional for detailed
instructions on how to create an IK armature.
Common IK TasksYour ActionScript code to initiate and control the movement
of an IK armature at runtime typically does the following:
Declares variables for the armatures, bones, and joints
involved in the motion
Retrieves the armature, bone, and joint instances
Instantiates the IK mover object
Sets limits on the movement
Moves the armature to a target point
Important Terms and ConceptsThe following reference list contains important terms that
you will encounter in this chapter:
Armature: A
kinematic chain, consisting of bones and joints, used in computer animation
to simulate realistic motion
Bone: A rigid segment
in an armature, analogous to a bone in an animal skeleton
Inverse Kinematics (IK): Process of determining the parameters
of a jointed flexible object called a kinematic chain or armature
Joint: The location
at which two bones make contact, constructed to enable movement
of the bones; analogous to a joint in an animal
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