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Inverse
Kinematics
The mathematical way of calculating the different
angles
of a jointed object to achieve a certain
configuration
Armature
The hierarchical structure, like a tree, starts from a
root
and
branches
out in various ways
The
armature
defines where your object can bend and how the different
bones
are connected
Armature
Hierarchy
The first bone of an armature is the
root
bone and the
parent
of the child bones are linked to it
The bone in the chest is the parent, and each bone to the upper arm is a
child
, and the arms are
siblings
to each other
Bone
Tool
Can connect movie clip instances to form an articulated object that can be posed and animated with
inverse kinematics
Can also create an
armature
within a shape, which can be posed and animated with
inverse kinematics
as well
Bone
Each
rigid
piece that makes up the
armature
Root
Bone
The first bone is considered the "
root bone
"
Joint
A connection between
two
or more
bones
Joint
Speed
Refers to the stickiness or stiffness of a joint
A joint with a low joint speed value will be
sluggish
A joint with a
high
joint speed value will be more
responsive
The
first
Armature layer was created in a
pristine file
Selection
Tool
Used to grab the
bone
in the chain of an
armature
Alt
/Option Key
Holding down this key allows you to move the position of any
bone
in your
armature
Shift Key
Holding down the Shift key to temporarily disable the motion of the
armature
and isolate a single bone's
rotation
Walk Cycle
A basic
looping
animation showing a
character
walking
Constraints
This function
imposes limits
on the poses that help you create more
realistic
animations
Spring
This feature simulates
physics
in any animated
armature
Damping
Refers to how much the
spring effect decreases
with
time
Button
A basic visual indicator of something the user can
interact
with
Buttons are a kind of symbol that have four special states, or
keyframes
, that determine how the
button
appears
Up
State
Shows the button as it appears when the mouse is not
interacting
with it
Over
State
Shows the button as it appears when the mouse is
hovering
over it
Down State
Shows the button as it appears when the mouse is
hovering over it and the mouse button is depressed
Hit
State
Indicates the
clickable
or "
hot
" area of the button
Invisible
Buttons
Useful for creating
generic hotspots
Naming Button Instances
Beginners often forget this
crucial
step
Critical
step in creating
interactive
projects in Animate
Instance names are important because
ActionScript
and JavaScript use the names to
reference
those objects
Instance
names
are not the same as the symbol
names
in the Library panel
ActionScript 3.0
A robust scripting language, to extend the functionality of
ActionScript
and
Adobe AIR
documents
Similar to
JavaScript
Variable
Represents a specific piece of data that
helps you keep track of things
var
is a keyword used to create a
variable
String
Holds a set of
alphanumeric
characters
Number
Must contain a number
Keyword
A reserved word that is used to perform a
specific
task
Arguments
The values most often seen between parentheses () in a line of
code
, provide specific details for a particular
command
gotoAndPlay
Function
Groups together related lines of code
that you can refer to by name
Objects
Authoring environment
Helps you do certain tasks
Sound
Object
Helps you
control sound
Date Object
Helps you
manipulate time-related data
Methods
Commands that result in
action
Doers of
ActionScript
stop
() and gotoAndPlay
Properties
Describe an object
The properties of a movie clip include its height and width, x and y coordinates, and horizontal and vertical scale
Semicolon
The semicolon at the
end
of the line tells ActionScript that it has reached the
end
of the code line
Curly Brackets
The curly brackets in ActionScript code will be separated on different lines. This makes it easier to
read
what's inside the curly brackets
Dot
Operator (.)
Provides a way to access the
properties
and
methods
of an object
Think of the dot as a way to
separate objects
,
methods
, and
properties
Quotation
Marks
Whenever you're entering a string (like the URL of a website), use
quotation marks
around it
Comments
You can add comments to remind yourself or others of what you are accomplishing with different parts of the script
To add a comment for a single line, start it with two slashes (
//
To type a multiline comment, start it with
/*
and end it with
*
/
Comments are ignored by Animate and won't affect your code at all
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