Rich is the founder and president of FMA, a full-service multimedia development and training company in New York.
Rich is a faculty member at New York's School of Visual Arts. teaching in the undergraduate and graduate programs. He is a technical writer and the author of two books, including Flash 8: Projects for Learning Animation and Interactivity (O'Reilly). Clients include McGraw-Hill, Pearson Education, Apple Computer, IBM, and Loews Theaters.
Lead the Hand and the Arm will Follow: Inverse Kinematics in Flash CS4
Flash CS4 introduced inverse kinematics to your animating arsenal* which allows you to create skeletal structures, or armatures, for controlling animations. This session will explore a variety of creative and problem-solving tasks using armatures, and focus on both timeline- and ActionScript-based solutions.
¥ Create runtime interactions like robotic arms, cranes, and similar simulations, without a lick of code.
¥ Speed up character animations by animating IK poses. Create walk cycles that are more appealing than standard tweens, but at a fraction of the time of using frame-by-frame techniques.
¥ Give that snivelling worm a spine. Morph shapes with internal skeletons and adjust the way the morph performs by binding bones to specific control points.
¥ Place your armatures anywhere you like. Don't be restricted to the first frame of the timeline.
¥ Control your armatures with ActionScript.
Use inverse kinematics to control your animations and let Flash do the math for you. Domo arigato, Mr. Roboto!