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Add bones to symbols
You
can add IK bones to movie clip, graphic, and button instances. To
use text, convert it to a symbol first.
Note: You can also break
text apart (Modify > Break Apart) into separate shapes
and use bones with the individual shapes.
When you add
bones to symbol instances, you create a chain of linked instances. This
is different from using bones with shapes, where the shape becomes
a container for the bones. The linked chain of symbol instances
can be a simple linear chain or a branched structure, depending
on your needs. A character of a snake would need only a linear chain,
while a human figure would need a structure with branches for each
limb.
Arrange the symbol instances on the Stage in approximately
the configuration that you want them in before adding bones to them.
You can edit their relative positions after adding bones, but this
step can save time later. The symbol instances can be on different
layers before adding bones. Flash moves them to a new layer when
bones are added.
- Create symbol instances on the Stage.
Arrange the instances in the approximate spatial configuration
you want them in before adding bones.
- Select the Bone tool
from
the Tools panel. You can also press the X key to select the Bone tool.
- With the Bone tool, click the symbol instance that is
to be the root or head of the armature. Then drag to a separate
symbol instance to link it to the root instance.
While dragging, a bone appears. When you release the mouse,
a solid bone is displayed between the two symbol instances. Each
bone has a head, the round end, and a tail, the pointed end.
When
dragging from one instance to another to create a bone, click the
first instance at the specific point where you want to attach the
bone to the instance. Release the mouse over the specific point
on the second instance where you want the bone to attach. You can
also edit these attachment points later. Each symbol instance can
have only one attachment point.
The first bone in an armature
is the root bone. It appears with a circle around the head of the
bone.
By default, Flash moves the transformation point of
each symbol instance to the location of the joint formed by each
bone connection. For the root bone, the transformation point moves
to the head of the bone. For the last bone in a branch, the transformation
point moves to the tail of the bone. You can disable the automatic
movement of the transformation point in the Drawing tab of Preferences
(Edit > Preferences).
- To add another bone, drag from the tail of the first
bone to the next symbol instance you want to add to the armature.
The pointer changes when rolled over the head or tail of
an existing bone. To make it easier to drag the tail of the new
bone to the specific location where you want it, you may want to
turn of Snap to Objects (View > Snapping >
Snap to Objects).
Link objects with bones in the order of
the parent-child relationships you want to create. For example,
if you are adding bones to a series of movie clips that represent
an arm, draw the first bone from the shoulder to the elbow, and
a second bone from the elbow to the wrist, and a third from the
wrist to the hand.
As you add bones to instances, Flash moves
each instance to a new layer in the Timeline. The new layer is called
a pose layer. All the bones and symbol instances associated
with a given armature reside in the pose layer. Each pose layer
can contain only one armature. Flash adds the new pose layer to
the Timeline in between existing layers to maintain the previous
stacking order of objects on the Stage.
- To create a branched armature, click the head of an existing
bone where you want the branch to begin and drag to create the first
bone of the new branch.
An armature can have as many branches as necessary.
Note: A
branch cannot connect to another branch except at its root.
After creating an IK armature, you can drag the bones
or the symbol instances in the armature to reposition the instances.
Dragging a bone moves its associated instance without allowing it
to rotate relative to its bone. Dragging an instance allows it to
move as well as rotate relative to its bone. Dragging an instance
in the middle of a branch causes the parent bones to articulate
with joint rotation. The child bones move with no joint rotation.
Once
you have created an armature and all of its associated symbol instances have
moved to a pose layer, you can still add new instances from different
layers to the armature. Drag a new bone to the new instance and
Flash moves the instance to the pose layer of the armature.
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