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ACTIONSCRIPT 3 Developer’s Guide en

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Chapter 18: Working with inverse<br />

kinematics<br />

Flash Player 10 and later, Adobe AIR 1.5 and later, requires Flash CS4 or later<br />

Inverse kinematics (IK) is a great technique for creating realistic motion.<br />

IK lets you create coordinated movem<strong>en</strong>ts within a chain of connected parts called an IK armature, so that the parts<br />

move together in a lifelike way. The parts of the armature are its bones and joints. Giv<strong>en</strong> the <strong>en</strong>d point of the armature,<br />

IK calculates the angles for the joints that are required to reach that <strong>en</strong>d point.<br />

Calculating those angles manually yourself would be chall<strong>en</strong>ging. The beauty of this feature is that you can create<br />

armatures interactively using Adobe® Flash® Professional. Th<strong>en</strong> animate them using ActionScript. The IK <strong>en</strong>gine<br />

included with Flash Professional performs the calculations to describe the movem<strong>en</strong>t of the armature. You can limit<br />

the movem<strong>en</strong>t to certain parameters in your ActionScript code.<br />

New to the Flash Professional CS5 version of IK is the concept of bone spring, typically associated with high-<strong>en</strong>d<br />

animation applications. Used with the new dynamic Physics Engine, this feature lets you configure life-like movem<strong>en</strong>t.<br />

And, this effect is visible both at runtime and during authoring.<br />

To create inverse kinematics armatures, you must have a lic<strong>en</strong>se for Flash Professional.<br />

More Help topics<br />

fl.ik package<br />

Basics of Inverse Kinematics<br />

Flash Player 10 and later, Adobe AIR 1.5 and later, requires Flash CS4 or later<br />

Inverse kinematics (IK) lets you create life-like animation by linking parts so they move in relation to one another in<br />

a realistic manner.<br />

For example, using IK you can move a leg to a certain position by articulating the movem<strong>en</strong>ts of the joints in the leg<br />

required to achieve the desired pose. IK uses a framework of bones chained together in a structure called an IK<br />

armature. The fl.ik package helps you create animations resembling natural motion. It lets you animate multiple IK<br />

armatures seamlessly without having to know a lot about the physics behind the IK algorithms.<br />

Create the IK armature with its ancillary bones and joints with Flash Professional. Th<strong>en</strong> you can access the IK classes<br />

to animate them at runtime.<br />

See the Using inverse kinematics section in Using Flash Professional for detailed instructions on how to create an IK<br />

armature.<br />

Important concepts and terms<br />

The following refer<strong>en</strong>ce list contains important terms that are relevant to this feature:<br />

Armature A kinematic chain, consisting of bones and joints, used in computer animation to simulate realistic motion.<br />

Bone A rigid segm<strong>en</strong>t in an armature, analogous to a bone in an animal skeleton.<br />

Last updated 6/6/2012<br />

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