Navodila za uporabo Prekliči

Work with character rigging in Animate

  1. Adobe Animate User Guide
  2. Introduction to Animate
    1. What's New in Animate
    2. Visual Glossary
    3. Animate system requirements
    4. Animate keyboard shortcuts
    5. Work with Multiple File Types in Animate
  3. Animation
    1. Animation basics in Animate
    2. How to use frames and keyframes in Animate
    3. Frame-by-frame animation in Animate
    4. How to work with classic tween animation in Animate
    5. Brush Tool
    6. Motion Guide
    7. Motion tween and ActionScript 3.0
    8. About Motion Tween Animation
    9. Motion tween animations
    10. Creating a Motion tween animation
    11. Using property keyframes
    12. Animate position with a tween
    13. How to edit motion tweens using Motion Editor
    14. Editing the motion path of a tween animation
    15. Manipulating motion tweens
    16. Adding custom eases
    17. Creating and applying Motion presets
    18. Setting up animation tween spans
    19. Working with Motion tweens saved as XML files
    20. Motion tweens vs Classic tweens
    21. Shape tweening
    22. Using Bone tool animation in Animate
    23. Work with character rigging in Animate
    24. How to use mask layers in Adobe Animate
    25. How to work with scenes in Animate
  4. Interactivity
    1. How to create buttons with Animate
    2. Convert Animate projects to other document type formats
    3. Create and publish HTML5 Canvas documents in Animate
    4. Add interactivity with code snippets in Animate
    5. Creating custom HTML5 Components
    6. Using Components in HTML5 Canvas
    7. Creating custom Components: Examples
    8. Code Snippets for custom Components
    9. Best practices - Advertising with Animate
    10. Virtual Reality authoring and publishing
  5. Workspace and workflow
    1. Creating and managing Paint brushes
    2. Using Google fonts in HTML5 Canvas documents
    3. Using Creative Cloud Libraries and Adobe Animate
    4. Use the Stage and Tools panel for Animate
    5. Animate workflow and workspace
    6. Using web fonts in HTML5 Canvas documents
    7. Timelines and ActionScript
    8. Working with multiple timelines
    9. Set preferences
    10. Using Animate authoring panels
    11. Create timeline layers with Animate
    12. Export animations for mobile apps and game engines
    13. Moving and copying objects
    14. Templates
    15. Find and Replace in Animate
    16. Undo, redo, and the History panel
    17. Keyboard shortcuts
    18. How to use the timeline in Animate
    19. Creating HTML extensions
    20. Optimization options for Images and Animated GIFs
    21. Export settings for Images and GIFs
    22. Assets Panel in Animate
  6. Multimedia and Video
    1. Transforming and combining graphic objects in Animate
    2. Creating and working with symbol instances in Animate
    3. Image Trace
    4. How to use sound in Adobe Animate
    5. Exporting SVG files
    6. Create video files for use in Animate
    7. How to add a video in Animate
    8. Working with video cue points
    9. Draw and create objects with Animate
    10. Reshape lines and shapes
    11. Strokes, fills, and gradients with Animate CC
    12. Working with Adobe Premiere Pro and After Effects
    13. Color Panels in Animate CC
    14. Opening Flash CS6 files with Animate
    15. Work with classic text in Animate
    16. Placing artwork into Animate
    17. Imported bitmaps in Animate
    18. 3D graphics
    19. Working with symbols in Animate
    20. Draw lines & shapes with Adobe Animate
    21. Work with the libraries in Animate
    22. Exporting Sounds
    23. Selecting objects in Animate CC
    24. Working with Illustrator AI files in Animate
    25. Apply patterns with the Spray Brushtool
    26. Applying blend modes
    27. Arranging objects
    28. Automating tasks with the Commands menu
    29. Multilanguage text
    30. Using camera in Animate
    31. Using Animate with Adobe Scout
    32. Working with Fireworks files
    33. Graphic filters
    34. Sound and ActionScript
    35. Drawing preferences
    36. Drawing with the Pen tool
  7. Platforms
    1. Convert Animate projects to other document type formats
    2. Custom Platform Support
    3. Create and publish HTML5 Canvas documents in Animate
    4. Creating and publishing a WebGL document
    5. How to package applications for AIR for iOS
    6. Publishing AIR for Android applications
    7. Publishing for Adobe AIR for desktop
    8. ActionScript publish settings
    9. Best practices - Organizing ActionScript in an application
    10. How to use ActionScript with Animate
    11. Best practices - Accessibility guidelines
    12. Accessibility in the Animate workspace
    13. Writing and managing scripts
    14. Enabling Support for Custom Platforms
    15. Custom Platform Support Overview
    16. Creating accessible content
    17. Working with Custom Platform Support Plug-in
    18. Debugging ActionScript 3.0
    19. Enabling Support for Custom Platforms
  8. Exporting and Publishing
    1. How to export files from Animate CC
    2. OAM publishing
    3. Exporting SVG files
    4. Export graphics and videos with Animate
    5. Publishing AS3 documents
    6. Export animations for mobile apps and game engines
    7. Exporting Sounds
    8. Export QuickTime video files
    9. Controlling external video playback with ActionScript
    10. Best practices - Tips for creating content for mobile devices
    11. Best practices - Video conventions
    12. Best practices - SWF application authoring guidelines
    13. Best practices - Structuring FLA files
    14. Best Practices to optimize FLA files for Animate
    15. ActionScript publish settings
    16. Specify publish settings for Animate
    17. Exporting projector files
    18. Export Images and Animated GIFs
    19. HTML publishing templates
    20. Working with Adobe Premiere Pro and After Effects
    21. Quick share and publish your animations

Learn how to edit your characters using rigs in Animate.

Modern Rigging

Modern rigging is the new way to quickly setup a rig using Asset Warp tool, rotate the bones or warp the joints to create poses and apply a classic tween to automatically create the in-betweens to form a smooth animation. 

Following are some of the capabilities enabled in the Modern Rigging workflow:

  • Ability to create Hard & soft bones using Asset warp tool
  • Ability to change bone type from hard to soft & vice-versa
  • Ability to change the mesh density to balance between the warp quality and performance
  • Ability to Add/remove the pin without breaking the tween
  • Ability to freeze joint
  • Ability to rotate the bone or specify the desired angle for the selected bone in Properties panel
  • Dedicated Tool tab in Properties panel for Asset warp tool
  • Option to enable/disable pin propagation across keyframes and more

Rig Creation

Steps for creating a rig:

  • You must select a shape or bitmap on stage for rigging.
  • Asset warp tool in tools panel as highlighted in image can be used for rigging.
rig_creation_1

  • With the Asset warp tool click on the part of the shape or bitmap to add the first joint. Notice it creates a triangulated mesh & adds a joint on the location where you clicked
rig_creation_2

  • Next click for adding joint also adds bone from previously selected joint to newly added joint. As shown in the image, see the “Warp Options” section in the “Tool” tab of the Property Inspector when the Asset warp tool is selected. Here “create bones” option which is enabled by default ensures that a bone is added to the new joint from the previously selected joint. If “Create bones” is disabled or none of the joints is selected then the newly added joint won’t add any bone.
rig_creation_3

  • Before adding any new joint, ensure an appropriate joint is selected from which bone should be added to the new joint.
rig_creation_4

  • Complete the rig by adding all the required bones
modify_rig_1


Modifying rig & tweening

Deformation

With Asset warp tool hold & dragging the joint can be used to deform the mesh. 

modify_rig_1

Also, bone can be clicked & dragged to rotate the bone. When dragging bone, size of bone doesn’t change like the way it happens when dragging a joint.

modify_rig_2

Working with Keyframes

Keyframes in the timeline can be used to create different poses. Add a new keyframe & deform using joint / bone. Every keyframe will hold its own pose that was set. Once pose is created other transforms can also be applied like moving the object, scaling, rotation, etc. The following image shows 3 different poses across 3 keyframes shown using “Edit Multiple Frames” mode.

Classic tween for interpolation

Once poses are created, the classic tween can be created on frame spans to create a smooth animation based on poses created on keyframes. Following image captures ‘onion skin’ of in between poses to show how smooth animation can be done using classic tween.

modify_rig_4

Adding / removing joints

After setting poses across keyframes, if you need to make changes to rig by adding / removing joints or bones then Animate automatically applies corresponding change on all keyframes. Hence no need to manually switch to every keyframe to make the changes in rig.

A joint can be removed by first selecting a joint by clicking on it and then pressing delete key. All the bones connecting to that joint are also automatically removed. In case you wish to delete only bone but not the joint connected to it then it can be done by selecting a bone & pressing delete key.

modify_rig_5

modify_rig_6

modify_rig_7


Enhanced capabilities

Soft bones

Soft bones are useful in getting smoother bend for underlying mesh while deforming. By default, all the bones are hard bones. In order to use soft bone, select the bone & toggle the ‘Bone Type’ property from the ‘Warp Options’ section on the ‘Object’ tab of the Property Inspector to make it a soft bone.

soft_bones

Freeze joints

One more very useful functionality for rigging is “Freeze joint”. Any frozen joint does not move when another part of the rig is moved. In order to convert any joint to a frozen joint, select the joint & toggle the ‘Freeze joint’ property from the ‘Warp Options’ section on the ‘Object’ tab of the Property Inspector.

fixed_j0ints

Following image shows the example of deformation achieved by just moving the root joint downwards. Other joints do not move because they are freeze joints.

fixed_joints_1


Additional workflows & shortcuts

Following are some of the additional workflows & shortcuts that will be handy while creating rigs.

Rotate Bone

There are two ways to rotate bone without changing its size. As outlined earlier, select the bone & drag it to rotate it. Another workflow is to select the bone ( or joint at the tail of the bone) & precisely change the rotation value using the ‘Rotation angle’ hot text property in the ‘Warp options’ section on the ‘Object’ tab in the Property Inspector

rotte_bones

Mesh density

There is a checkbox in the ‘Warp Options’ section in the tools & object tab of the Property Inspector to enable/disable the on-stage display of triangulated mesh. Also, the density of mesh can be modified using the slider shown in the image below. Higher mesh density provides smoother deformations but results in lower efficiency while working with multiple keyframes. On the other hand lower mesh density results in better performance at the cost of quality of deformation. Animate automatically computes the mesh density for the warped character to get the balance between quality & performance. However, you can change it using slider.

mesh_density

Controling the Propagation of changes

Whenever properties of joints or bones are changed ( Freeze joint, soft/hard bone, open / fixed joint), Animate automatically ensures to propagate this change across all keyframes. In some scenarios, it may not be desirable. E.g. you need a soft bone only for specific keyframes & need it to be hard bone on other keyframes. ‘Propagate changes’ property in ‘Warp Options’ section on ‘Tool’ tab of property inspector can be used to control whether you need propagation or not

propagation

Connect bone between existing points

In order to create a bone between existing joints, first select the joint that is supposed to be the head joint of the bone. Now hold alt/option key modifies & click on another joint which is supposed to be at the tail of the bone.

Move the joint without changing the deformation

Moving any joint results in deformation. Sometimes after creating a deformed pose, it is required to just change the position of the joint without changing the deformation. This can be done by holding the alt/option key modifier while moving the joint.

Moving only selected joint ( not moving child joint )

Select the joint to be moved by double-clicking on it. Now moving this joint won’t affect other joints connected with this joint using bones. This is to temporarily disable forward kinematics.

What's next?

We've got you covered on how to rig your character. You can now learn how to share your animation in social media within Animate.

Logotip Adobe

Prijavite se v svoj račun