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Modifying and chaining IK Animations at runtime

Community Beginner ,
Sep 11, 2015 Sep 11, 2015

Hi !

  I'm wondering if it's possible to modify, chain IK animations during runtime in AS3 ?

I noticed that when you create an armature, you have to choose either Runtime or Authortime.

but this document http://www.adobe.com/devnet/flash/learning_guide/graphic_effects/part11.html

"Armatures must be created at author-time in Flash Professional. Once an armature exists, it can be manipulated on the Timeline or at runtime using ActionScript. If you'd like to dynamically control armatures at runtime, start by creating the armatures in your FLA file and then manipulate them using ActionScript."

Here's what I'd like to achieve  :

- Create a few animations, like walk, sit, stand etc

- Chain them (possibly with simple interpolation between last frame of walk to first frame of sit, I don't care (in my case) if it's not really realistic) in AS3.

I don't know how I would define separate animations for the same armature. Should I use layers ?

How could I chain them ? I could add an eventListener at the last frame of anim1 and launch anim2 from there, but how ?

Should I manipulate the animation timeline itself ?

I checked the hierarchy recursively, and the ikNodes are seen as MovieClips, and not bones :

####instance784 [object NBBonom]

child: [object Shape]name: instance785 at i: 0

child: [object bob]name: the_bob at i: 1

####instance784>>>the_bob [object bob]       <--- the actual IK animation

child: [object MovieClip]name: ikNode_59 at i: 0

####instance784>>>the_bob>>>ikNode_59 [object MovieClip]   <--- seen as MovieClip and not bones. has no other children.

child: [object Shape]name: instance786 at i: 0

<<< ikNode_59 [object MovieClip]

child: [object MovieClip]name: ikNode_60 at i: 1

####instance784>>>the_bob>>>ikNode_60 [object MovieClip]

child: [object Shape]name: instance787 at i: 0

<<< ikNode_60 [object MovieClip]

(...)

thanks

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