From the course: Adobe Animate CC New Features
Asset warp tool and warped objects - Adobe Animate Tutorial
From the course: Adobe Animate CC New Features
Asset warp tool and warped objects
- [Instructor] While Animate has included the asset warp tool and warped objects for a number of years now, this feature was only a stepping stool to something greater. Before exploring the new rigging system available as part of this tool, let's get an overview of how to create warped objects with pins and see how the UI has changed. What we're going to do is choose the asset warp tool, which looks like a little push pin within our toolbar. And from here, we get access to the tool properties. Now, this is new. Previous to this version of Animate, there were no tool properties. You had to actually create a warped object first to access any properties whatsoever, and they were all tied to the object. So here, you've got a number of different options that are new. The most prominent here is to create bones. This was not available before. To start with, we're going to turn that off. We're not going to create bones just yet. You also have a new option to propagate changes. So this is also on by default, just like create bones. And what you can do is actually create key frames and then go back and revise your different pins, bones, and joints, and they will propagate across key frames you've previously created. This is a huge improvement as before you had to make sure that you used all the pins that you wanted to have as part of your warped object before you created additional key frames. There's also a toggle here for the mesh. So let's go ahead and actually turn this flame into a warped object. I'm going to select all the parts of the flame that I want to create a warped object out of. And then selecting the asset warp tool, I can place a pin wherever I like. And automatically, a pin is created and a distortion mesh is established for our new warped object. You can create warped objects out of either vector shapes or bitmap images. Notice that now that I have a warped object created inside of my object properties, I get a number of warp options. So these, of course, have changed quite a bit as well. You still have the mesh toggle to toggle your mesh on and off, but we also have a mesh density slider right here. So if I bring that all the way down, you can see that simplifies the mesh. Whereas if I pull it up all the way, then our mesh is very complex. I'm going to set it somewhere around the middle. We still have handle modes for pins, so either open or fixed. Let's go ahead and establish a couple more points here along our flame. There we go. So with a open handle mode, it's going to be more flexible. So you can see as I move that around, it actually distorts the mesh quite a bit. If we choose to turn this pin into a fixed handle mode, notice how the mesh actually changes, and it keeps it a little more solid in terms of the areas around this particular pin as I move it around. Additionally, with a fixed handle mode, we're able to rotate around a particular pin to do some kind of interesting things here. The ideas behind freeze joints, bone types, rotation angles, and so forth have to do with bones. And we're going to cover that a little bit later in a different video. With this small refresher and a look at the modified user interface for the asset warp tool, we'll next explore the new capabilities of this tool in regard to modern rigging.
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