I'm trying to build an animation with Flash bones. Just on the timeline.
I can't quite work out how to structure the bones to get it to work.
Imagine a plank of wood suspended by a rope at the centre.
Hanging from the plank by string are two weights. One at either end.
I can build a bone structure that I think should work, with the bones either originating from the top of the rope holding the plank, moving to the attachment point of the plank, then out to the attached strings and weights.
I want to tip the plank up so that it's not horizontal. The weights should then hang vertically.
With a central pivot on the plank, I need the two bones radiating out from the centre to be movable so the plank can tip, but no luck so far.
All elements - plank, rope, string and weights are movieclips.
Essentially a weighing scale.
Anyone know of a similar example on the web?
I eventually managed to solve the problem by adding extra movieclips to support a more convoluted bone structure than I thought would be required.
I think Adobe made a major mistake when designing their IK system. Their rotation constraints are part of the links between bones, not an attribute of the bones themselves - this makes it harder to build a suitable armature because all connected bones share the same rotation constraints (or lack of).
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