Summary
Inverse kinematics is a vast subject—far more than could ever be covered in a single chapter. Even so, I think this chapter described some pretty cool and useful things. You saw how to set up an inverse kinematics system and two ways of looking at it: dragging and reaching. If nothing else, I hope I’ve at least sparked some excitement in you for the subject. The main ideas I’ve tried to convey are that you can do some really fun stuff with it, and it doesn’t have to be all that complex. There’s much more that can be done in Flash with inverse kinematics, and I’m sure that you’re now ready to go discover it and put it to use.
In the next chapter, you’re going to enter a whole new dimension, which will allow you to add some depth to your movies. Yes, we’re going 3D.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Rights and permissions
Copyright information
© 2006 Keith Peters
About this chapter
Cite this chapter
(2006). Inverse Kinematics: Dragging and Reaching. In: Foundation ActionScript Animation. Apress. https://doi.org/10.1007/978-1-4302-0081-9_14
Download citation
DOI: https://doi.org/10.1007/978-1-4302-0081-9_14
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