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Skew Skewing alters an object\’s orientation and the angles between the lines that form the image\’s corners. Apply skewness to an object by specifying its skew values in X and Y directions.

SkewTo SkewTo smoothly animates an object until the skew factors are reached. Emphasis Anti-Clockwise Rotates an object anti-clockwise. Clockwise Rotate Rotates an object clockwise. DropIn and Bounce Drops and object and bounces it back to its original position. Flicker Applies a flickering effect on the object. FreeFall The object undergoes a free fall and then goes back to its original position. GrowTurn The object first turns and then grows before going back to its original state.

HeartBeat The object mimics the beating of a heart. RotateTimes Rotates an object a specified number of times clockwise or counter-clockwise. Spin Spins an object along its axis. The spin effect depends on the following parameters: Ease In: Specifies the percentage by which the effect starts slow and ends fast.

Ease Out: Specifies the percentage by which the effect starts quickly and slows at the end. Spin Ease: Specifies a transition effect with a slow start, then fast, and then end slowly. The default value is 0, which means that the effect animates at a constant speed, without acceleration or deceleration. Entrance Asymmetric Zoom In Zooms-in an object. The zoom is defined by the following properties: Initial zoomX and zoomY: The starting zoom-in value in X and Y directions.

EaseInBottom Adds a bottom ease-in transition effect to an object. The attributes for this effect are: Ease: Percentage value defining the acceleration or deceleration of an object. Initial Alpha: The amount of transparency of the object at the beginning of the transition. EaseInLeft Adds a left ease-in transition effect to an object.

EaseInRight Adds a right ease-in transition effect to an object. EaseInTop Adds a top ease-in transition effect to an object. FadedZoomIn Adds a fading transition effect when an object zooms in. The attributes for this effect are: Initial Alpha: The amount of transparency of the object at the beginning of the transition. Final Alpha: The amount of transparency of the object when the transition ends.

Fly In From Bottom The object moves upwards from the bottom of the slide and rests in the original position. Fly In From Bottom Left The object moves diagonally upwards from the bottom-left corner of the slide and rests in the original position. Fly In From Bottom Right The object moves diagonally upwards from the bottom-right corner of the slide and rests in the original position.

Fly In From Left The object moves in a straight line towards the right of the slide of the slide and rests in the original position. Fly In From Right The object moves in a straight line towards the left of the slide and rests in the original position. Fly In From Top The object moves downwards from the top of the slide and rests in the original position. Fly In From Top Left The object moves diagonally downwards from the top-left corner of the slide and rests in the original position.

Fly In From Top Right The object moves diagonally downwards from the top-right corner of the slide and rests in the original position. Glide The object moves with a smooth, continuous motion. Spiral In The object moves in a spiral curve. StretchAcross The object stretches along its axis. Set the Ease attribute on the object for the ease transition. StretchFromBottom The object stretches from the bottom to its original position.

StretchFromLeft The object stretches from the left to right and back to its original position. StretchFromRight The object stretches from the right to left and back to its original position. StretchFromTop The object stretches from the top to its original position.

ZoomIn The object zooms in depending on the initial and final zoom percentages. CollapseAcross Collapses the object from left and right. CollapseToBottom Collapses the object from top to bottom. CollapseToLeft Collapses the object from right to left. CollapseToRight Collapses the object from left to right. CollapseToTop Collapses the object from bottom to top. EaseOutBottom Adds a bottom-directed ease-out transition effect to an object. Final Alpha: The amount of transparency of the object at the end of the transition.

EaseOutLeft Adds a left-directed ease-out transition effect to an object. EaseOutRight Adds a right-directed ease-out transition effect to an object. EaseOutTop Adds a top-directed ease-out transition effect to an object.

FadedZoomOut Zooms out an object. You can add initial and final transparency percentages to the object as well as initial and final scaling of the object in X and Y directions. Fly Out To Bottom The object moves downwards from its position to below the slide. Fly Out To Left The object moves in a straight line towards the left of the slide. Fly Out To Right The object moves in a straight line towards the right of the slide. Fly Out To Top The object moves upwards in a straight line. GlideOut The object moves in a smooth, continuous motion.

ZoomOut The object zooms out depending on the initial and final zoom percentages. Motion Path Circle Apply a circular motion path on the object. CustomCurves Draw custom curved motion paths. CustomLines Draw a motion path consisting of straight lines. CustomScribble Draw a motion path following the motion of your hand on stage. Loop Draw a motion path, which is a curve that bends around and crosses itself.

LeftToRight Draw a straight line motion path from left to right. Pentagon Draw a pentangular motion path. Rectangle Draw a rectangular motion path. Keeping all the on-stage controls always enabled can result in inadvertantly altering the positioning and the properties of your armature.

After creating bones and armature for animation, you can turn off the armature editing controls and hints by selecting the Hide armature editing controls and hints checkbox in the property inspector. IK armatures exist on pose layers in the Timeline. To animate armatures in the Timeline, insert poses by right-clicking a frame in a pose layer and selecting Insert Pose.

Use the Selection tool to change the configuration of the armature. Animate automatically interpolates the positions of the bones in the frames between poses.

You add frames by right-clicking Windows or Option-clicking Macintosh a frame in the pose layer to the right of any existing frames and choosing Insert Frame. You can add or delete frames later at any time.

Place the playhead in the frame where you want to add the pose and then reposition the armature on the Stage. Animate inserts a pose into the pose layer in the current frame. A diamond-shaped pose marker in the frame indicates the new pose.

Animate repositions the pose frames in proportion to the change in duration of the layer and reinterpolates the frames in between. To resize the armature span in the Timeline without affecting the location of the pose frames, Shift-drag the last frame of the armature span. When you finish, scrub the playhead in the Timeline to preview the animation.

You can see the armature positions interpolated in between the pose frames. To move a pose to a new location, Ctrl-click Windows or Command-click Macintosh a pose and then drag the pose to a new location in the armature. To copy a pose to a new location, Ctrl-click Windows or Command-click Macintosh a pose and then Alt-drag Windows or Option-drag Macintosh the pose to a new location in the armature.

Cut, copy and paste. Then Ctrl-Click Windows or Command-click Macintosh the frame in the armature span where you want to paste and choose Paste Pose from the context menu. To apply tweened effects to IK object properties other than bone position, enclose the object in a movie clip or graphic symbol.

For an IK shape you can simply click the shape. For linked sets of symbol instances, you can click the pose layer in the Timeline or drag a selection marquee around all of the linked symbols on the Stage.

You can nest symbols containing IK armatures within as many layers of other nested symbols as necessary to create your desired effect. You can use ActionScript 3. Only armatures with a single pose can be controlled with ActionScript. Armatures with more than one pose can only be controlled in the Timeline. By default, the armature name in the Property inspector is the same as the pose layer name.

Use this name to refer to the armature in ActionScript. You can change the name in the Property inspector. Easing is adjusting the animation speed in the frames around each pose to create more realistic motion. Note : These same ease types are available in the Motion Editor when you use motion tweens. You can view the curve of each type of ease in the Motion Editor when you select a motion tween in the Timeline.

The default Strength is 0, which is equivalent to no easing. The maximum value is , which applies the most significant easing effect to the frames preceding the pose frame.

The minimum value is , which applies the most significant easing effect to the frames immediately after the preceding pose frame. When you finish, preview the eased motion on the Stage.

Scrub the playhead in the Timeline between the two pose frames where you applied the ease. Legal Notices Online Privacy Policy. User Guide Cancel. About inverse kinematics. You can use IK in the following ways: By using a shape as a container for multiple bones.

Bone styles. There are 4 ways that Animate can draw bones on the Stage: Solid. This is the default style. Useful when the solid style obscures too much of the artwork beneath the bone. Useful for smaller armatures. Hides the bones to show only the artwork beneath them. Pose layers. Add bones to symbols. Select the Bone tool from the Tools panel. An armature can have as many branches as necessary. Note : A branch cannot connect to another branch except at its root.

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. Add bones to shapes. After you have added bones to a shape, the shape has the following limitations: You cannot merge an IK shape with other shapes outside it.

You cannot rotate, scale, or skew the shape with the Free Transform tool. Editing the control points of the shape is not recommended. Create a filled shape or shapes on the Stage. Select the entire shape on the Stage. Select the Bone tool in the Tools panel. With the Bone tool, click inside the shape and drag to another location within the shape. Once the shape becomes an IK shape, it has the following limitations: You can no longer transform scale or skew the shape. You cannot add new strokes to the shape.

You can still add or remove control points from the existing strokes of the shape. You cannot edit the shape in place by double-clicking it on the Stage. The shape has its own registration point, transform point, and bounding box.

On-stage controls. The bone tool on-stage controls described in the image work as follows: To start working with the on-stage controls, select the bone and use the head of the bone. To view the on-stage controls, roll-over the head of the bone.

The head turns in to a four-way arrows or a plus symbol X and Y axis inside a circle. The arrows represent the translation attributes and the circle represents rotation attributes.

Click on the head of the bone and select the circle to edit rotation or select the plus symbol to edit translation attributes. Adobe Acrobat XI Pro is a very efficient application that gives you the possibility to create and edit PDF documents that include rich media and share them securely.

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Edit motion tweens with Animate

 

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How to create bitmap textures in Animate CC

 

You can add IK bones to movie clip, graphic, and button instances. To use text, convert it to a symbol first. The symbol instances can be on different layers before you add bones. Animate adds them to the pose layer. As you chain objects, consider the parent-child relationships you want to create, for example, from shoulder to elbow to wrist. Create symbol instances on the Stage.

To save time later, arrange the instances so that they approximate spatial configuration you want. Click the symbol instance that you want to set as the root bone of the armature. Click at the point where you want to attach the bone to the symbol. By default, Animate creates the bone at the location of mouse click. With Auto Set Transformation Point turned off, the bone will snap to the symbol transformation point when you click from one symbol to the next.

Drag to another symbol instance and release the mouse button at the point where you want to attach it. To add another bone to the armature, drag from the tail of the first bone to the next symbol instance. To create a branched armature, click the head of an existing bone where you want the branch to begin. Then drag to create the first bone of the new branch. To reposition the elements of the completed armature, drag either the bones or the instances themselves.

After you create an armature, you can still add new instances from different layers to the armature. Drag a new bone to the new instance and Animate moves the instance to the pose layer of the armature. You add bones to a single shape or to a group of shapes that are on the same layer. In either case, you must select all the shapes before adding the first bone. After you add bones, Animate converts all the shapes and bones into an IK shape object and moves the object to a new pose layer.

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. If the shape is too complex, Animate will prompt you to convert it to a movie clip before adding bones. If the shape contains multiple color areas or strokes, drag a selection rectangle around the shape to ensure that the entire shape is selected.

To add another bone, drag from the tail of the first bone to another location in within the shape. 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, link from shoulder to elbow to wrist. To move the armature, select the IK shape object with the Selection tool and then drag any of the bones to move them. On-stage controls allow you to easily make rotation and translation adjustments on the stage with the help of guides that show the rotation range and precise control.

The on-state controls also allow you to continue working on the stage without having to go back to the property inspector to adjust rotation.

Note : When you edit the rotation that you have already defined, you can increase or decrease the borders by clicking on the line and dragging. Before editing, 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 change positions in any frame of the pose layer. Animate converts the frame to a pose frame. Note : The Subselection tool does not work if there are multiple poses in the IK span. You can add, delete, and edit control points of the contours in an IK shape using the Subselection tool.

By default, the control points of a shape are connected to the bone that is nearest to them. You can use the Bind tool to edit the connections between individual bones and the shape control points.

In this way you can control how the stroke distorts when each bone moves for better results. This technique is useful when the stroke of a shape does not distort as you want when the armature moves. The connected points are highlighted in yellow while the selected bone is highlighted in red. Control points connected to only one bone appear as squares. Control points connected to more than one bone appear as triangles.

To remove control points from the bone, Ctrl-click Windows or Option-click Macintosh a control point that is highlighted in yellow. You can also Ctrl-drag Windows or Option-drag Macintosh to remove multiple control points from the selected bone. The connected bones are highlighted in yellow while the selected control point is highlighted in red. To remove a bone from a selected control point, Ctrl-click Windows or Option-click Macintosh a bone that is highlighted in yellow.

To create more realistic motion of IK armatures, you can control the freedom of motion of specific bones. For example, you can constrain two bones of an arm so that the elbow cannot bend in the wrong direction. By default, each IK bone is assigned a fixed length when the bone is created. Bones can rotate around their parent joint and along the x- and y-axis. However, they cannot move in ways that require the length of their parent bone to change unless you enable x- or y-axis motion.

By default, bone rotation is enabled and x- and y-axis motion is disabled. In armatures with strings of connected bones, you cannot contrain the motion of the last joint in any branch of the armature. To give the appearance of contraint of the last joint, use bones with movie clips and connect the last bone to a movie clip that has its alpha property set to zero. Then constrain the next-to-last bone instead of the last one. For an arm, you could constrain the degrees of rotation of the elbow so that it cannot rotate beyond the normal range of motion of a forearm.

To enable a character to move across the Stage, turn on X or Y translation on the root bone. Turn off rotation when using X and Y translation for more accurate movement. To enable a selected bone to move along the x- or y- axis and change the length of its parent bone, select Enable in the Joint: X Translation or Joint: Y Translation section of the Property inspector.

A two-headed arrow appears perpendicular to the bone on the joint to indicate that x-axis motion is enabled. A two-headed arrow appears parallel to the bone on the joint to indicate that y-axis motion is enabled. Enabling both x and y translation for a bone simplifyies the task of positioning the bone when rotation is disabled for the bone. To limit the amount of motion enabled along the x- or y-axis, select Constrain in the Joint: X Translation or Joint: Y Translation section of the Property inspector and enter a value for the minimum and maximum distance the bone can move.

To disable rotation of the selected bone around the joint, deselect the Enable checkbox in the Joint: Rotation section of the Property inspector. To constrain rotation of a bone, enter minimum and maximum degrees of rotation in the Joint: Rotation section of the Property inspector.

The degrees of rotation are relative to the parent bone. An arc appears on top of the bone joint indicating the degrees of freedom of rotation. To make a selected bone stationary relative to its parent bone, disable rotation and x- and y-axis translation. To limit the speed of motion of a selected bone, enter a value in the Joint Speed field in the Property inspector.

Joint speed gives the bone the effect of weight. Two bone properties can be used to add springiness to IK bones. These properties allow easier creation of physics-enhanced animation.

The Strength and Damping properties give bone animation life-like movement that is highly configurable. It is best to set these properties before adding poses to a pose layer. Strength : The stiffness of the spring. Higher values create a stiffer spring effect. Damping : The rate of decay of the spring effect. Higher values cause the springiness to diminish more quickly. A value of 0 causes the springiness to remain at its full strength throughout the frames of the pose layer.

To enable springiness, select one or more bones and set the Strength and Damping values in the Spring section of the Property inspector. The higher the Strength, the more rigid the spring becomes. Damping determines the rate of decay of the spring effect, so the higher the value, the faster the animation ends.

To turn off the Strength and Damping properties, select the pose layer in the Timeline and deselect the Enable checkbox in the Spring section of the Property inspector. This allows you to see on Stage the poses you have defined in the pose layer without the effect of the Spring properties.

The following factors affect the final look of your bones animation when working with the Spring properties.

Experiment with adjusting each of these to acheive the final look you want. You animate IK armatures differently from other objects in Animate. With armatures, you simply add frames to the pose layer and reposition the armature on the Stage to create a keyframe. Keyframes in pose layers are called poses. Because IK armatures are typically used for animation purposes, each pose layer acts as a tween layer automatically. However, IK pose layers are different from tween layers because you cannot tween properties other than bone position in the pose layer.

To tween other properties of an IK object such as location, transform, color effects, or filters, enclose the armature and its associated objects in a movie clip or graphic symbol. You can also animate IK armatures with ActionScript 3. If you plan to animate an armature with ActionScript, you cannot animate it in the Timeline. The armature can have only one pose in the pose layer.

That pose must be in the first frame in which the armature appears in the pose layer. Our Navigator was a Finnish retail version, so the map pack was for the Nordic Countries, and the pack included with your phone will depend …. Great place to download free VST plugins for music production, updated each week with ….

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Custom easing lets you create your own ease using the Custom Ease curve in the Motion Editor. You can then apply the custom ease to any property of a selected tween. The Custom ease graph represents the degree of motion over time. Frames are represented by the horizontal axis, and the tween\’s percentage of change is represented by the vertical axis.

The rate of change of the tweened instance is shown by the slope of the graph\’s curve. If you create a horizontal line no slope on the graph, the velocity is zero; if you create a vertical line on the graph, there is an instantaneous rate of change. You can now apply preset or custom Ease to property groups.

The Motion Editor organizes properties hierarchically in to property groups and subproperties. You can choose to apply Ease at any level, that is, to individual properties or property groups, within this hierarchy. Note that, after you apply Ease to a Property group, you can continue to edit the sub-properties individually.

This also means, that you can apply a different Ease from that of the group to a subproperty. When you apply an ease curve to a property curve, a visual overlay called the Resultant Curve appears on the grid. The resultant curve is an accurate representation of the effect of Ease applied to a Property curve.

It is indicative of the final animation of the tweened object. The resultant curve makes it easier for you to understand the effect that you see on the Stage when testing the animation. In the Motion Editor, you can control which property curves appear for editing, and the size of the display of each property curve.

Property curves that are displayed at a large size are easier to edit. Double-click – on a property curve to add Anchor Point. Alt-click – an anchor point to disable control points corner point. Legal Notices Online Privacy Policy. User Guide Cancel. About Motion Editor. Why use the Motion Editor? The following can only be achieved using the Motion Editor: Easy access and modification of all Properties applied to a tween within a single panel. Add different ease presets or custom ease : The Motion Editor lets you add different presets, add multiple presets, or create a Custom ease.

Adding Ease to a tweened property is an easy way to emulate real world behavior of objects. Resultant curve : You can apply eases to individual properties, and see the effects of eases on individual property graphs using the Resultant curve. A resultant curve is a representation of the actual tween. Refined Animations : The Motion Editor is the only way to make certain kinds of animations, such as creating a curved path tween on an individual property by adjusting its Property curve.

Opening the Motion Editor panel. To open the Motion Editor, do the following: On the Timeline, select the motion tween span you want to refine, and double-click the tween span. You could also right-click on the tween span and select Refine Tween to bring up the Motion Editor. Property Curves.

Anchor Points. Control Points. Editing Property Curves.

 
 

Use the Bone tool animation in Animate – VIP classifieds

 
 
In this video, you will learn how to author your assets using vectors and then publish to bitmap textures for performance on platforms that. Character Animator ile gerçek zamanlı animasyonlar hazırlayın veya Animate\’i kullanarak etkileşimli vektör animasyonları oluşturun.

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