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Add bones to shapes
A second way of using IK armatures
is with shape objects. With shapes, you can add multiple bones to
the interior of a single shape. This is different from symbol instances,
where each instance can have only one bone. You can also add bones to
shapes created in Object Drawing mode.
You add bones to a
single shape or to a group of shapes. In either case, all of the shapes
must be selected before adding the first bone. Once bones are added
to the selection, Flash converts all of the shapes and bones into
an IK shape object and moves the object to a new pose
layer.
Once a shape is converted to an IK shape, it can no
longer merge with other shapes outside the IK shape.
- Create a filled shape or shapes on the Stage.
The shape can contain multiple colors and strokes. Edit
the shapes so they are as close to their final form as possible.
Once you add bones to a shape, the options for editing the shape
become more limited.
- Select the entire shape on the stage.
If the shape contains multiple color areas or strokes,
be sure to select the entire shape. Dragging a selection rectangle
around the shape ensures that the entire shape is selected.
- Select the Bone tool
in
the Tools panel. You can also press the X key to select the Bone tool.
- With the Bone tool, click inside the shape and drag to
another location within the shape.
While dragging, a bone appears. When you release the mouse,
a solid bone is displayed between the point where you clicked and
the point where you released the mouse. Each bone has a head, the
round end, and a tail, the pointed end.
The first bone in
an armature is the root bone. It appears with a circle around the head
of the bone. When adding the first bone, click in the location within
the shape where you want the root of the armature to be. You can
also edit the locations of the head and tail of each bone later.
When
you add the first bone, Flash converts the shape to an IK shape
object and moves it to a new layer in the Timeline. The new layer
is called a pose layer. All the bones and the IK shape
object 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.
Once the
shape becomes an IK shape, you can no longer add new strokes to
the shape. You can still add or remove control points from the existing
strokes of the shape. The IK shape has its own registration point,
transform point, and bounding box.
- To add another bone, drag from the tail of the first
bone to another location in within the shape.
The pointer changes when rolled over the head or tail of
an existing bone.
The second bone becomes a child of the
root bone. Link areas of the shape with bones in the order of the
parent-child relationships you want to create. For example, if you
are adding bones to a shape that represents 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.
- 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.
- To move the armature, select the IK shape object with
the Selection tool and then drag any of the bones to move them.
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