Summary
You’ve done some pretty powerful stuff in this chapter, conquering the basics of forward kinematics. Note that the methods I gave you here are probably not the only solutions to the subject. They’re obviously tailored toward a particular application of the technology: making something walk. Feel free to leave things out, change things, or add whatever you want to this system. Experiment and see what you can come up with.
As a bonus, I’ve provided another file, ch13_10.fla, in which you’ll see a much fuller application of forward kinematics, building on what you’ve done here. Check out that code for a few extra tips and tricks.
Next up, you’ll look at the other side of the coin: inverse kinematics.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
Rights and permissions
Copyright information
© 2006 Keith Peters
About this chapter
Cite this chapter
(2006). Forward Kinematics: Making Things Walk. In: Foundation ActionScript Animation. Apress. https://doi.org/10.1007/978-1-4302-0081-9_13
Download citation
DOI: https://doi.org/10.1007/978-1-4302-0081-9_13
Publisher Name: Apress
Print ISBN: 978-1-59059-518-3
Online ISBN: 978-1-4302-0081-9
eBook Packages: Professional and Applied ComputingProfessional and Applied Computing (R0)Apress Access Books