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Edit IK armatures and objects
After
creating bones, there are many ways of editing them. You can reposition the
bones and their associated objects, move a bone within an object,
change the length of a bone, delete bones, and edit the objects
containing the bones.
IK armatures can only be edited in pose
layers that contain only an initial pose in the first frame in which
the armature appears in the Timeline. After the armature has been
repositioned in later frames of the pose layer, changes to the bone structure
cannot be made. To edit the armature, delete any additional poses
after the first frame of the armature in the Timeline.
If
you are simply repositioning an armature for animation purposes,
you can make position changes in any frame of the pose layer. Flash
converts the frame to a pose frame.
Select bones and associated objectsTo select an individual bone, click
the bone with the Selection tool.
The bone properties appear
in the Property inspector. You can also Shift-click to select multiple
bones.
To move the selection to adjacent bones, click the Parent,
Child, or Next/Previous sibling buttons in the Property inspector.
To select all of the bones in the armature, double-click
a bone.
The properties for all the bones appear in the Property
inspector.
To select an entire armature and display the properties of
the armature and its pose layer, click a frame in the pose layer
containing the armature.
To select an IK shape, click the shape.
The IK shape
properties appear in the Property inspector.
To select a symbol instance connected to a bone, click the
instance.
The instance properties appear in the property
inspector.
Reposition bones and associated objectsTo reposition a linear armature, drag
any bone in the armature.
If the armature is connected to
symbol instances, you can also drag an instance. This also allows
you to rotate the instance relative to its bone.
To reposition a branch of an armature, drag any bone in the
branch.
All of the bones in the branch move. Bones in other
branches of the armature do not move.
To rotate a bone with its child bones without moving the
parent bone, Shift-drag the bone.
To move an IK shape to a new location on the Stage, select
the shape and change its X and Y properties in the Property inspector.
Delete bonesTo delete an individual bone and all
of its children, click the bone and press the Delete key.
You
can select multiple bones to delete by Shift-clicking each bone.
To delete all bones from an IK shape or a symbol armature,
select the shape or any symbol instance in the armature and choose
Modify > Break Apart.
IK shapes revert to normal
shapes.
Move bones relative to the associated shape or symbolTo move the location of either end
of a bone within an IK shape, drag the end of the bone with the
Subselection tool.
To move the location of a bone joint, head, or tail within
a symbol instance, use the Transform panel (Window >
Transform) to move the transformation point of the instance.
The
bone moves with the transformation point.
To move an individual symbol instance without moving any
other linked instances, Alt-drag (Windows) or Command-drag (Macintosh)
the instance, or drag with the Free Transform tool.
The bones
connected to the instance lengthen or shorten to accommodate the
new location of the instance.
Edit an IK shapeYou can add, delete, and edit control points
of the contours in an IK shape using the Subselection tool.
To move the position of a bone without changing the IK shape,
drag the endpoint of a bone.
To display the control points of the IK shape boundary, click
the stroke of the shape.
To move a control point, drag the control point.
To add a new control point, click a part of the stroke without
any control points.
You can also use the Add Anchor Point
tool in the Tools panel.
To delete an existing control point, click to select it,
and then press the Delete key.
You can also use the Delete
Anchor Point tool in the Tools panel.
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