animation q4

Cards (94)

  • 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