Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By : Joseph Labrecque
Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By: Joseph Labrecque

Overview of this book

Adobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.
Table of Contents (19 chapters)
1
Section 1 – Getting up to Speed
6
Section 2 – Animating with Diverse Techniques
13
Section 3 – Exploring Additional Platforms

Animating an IK Armature

Now that we have created our armature and refined its various properties, it's ready to be animated. The motion of an IK armature is not animated using any of the tweening methods we've seen up to this point. Instead, we can define various poses across the timeline and Animate will automatically fill in the frames between each pose. It can do this without creating any additional tween as the layer is already an Armature Layer, similar to how Motion Layers work when establishing a Motion Tween.

Let's define some additional poses so that we can animate the wooden doll figure jumping into the air.

Creating Additional Poses

Looking at the WoodenDoll Armature Layer as it is right now, there is a single pose at frame 1. A pose is signified by a small diamond shape along the timeline. As expressed previously, we can animate IK armatures by defining poses as various spots along the timeline. A pose behaves very similarly to a keyframe, except...