In the previous chapter, we saw how to build complex Inverse Kinematics (IK) armatures and create fully animated figures using the tools and workflows present within the software. In this chapter, we will examine workflows associated with the Asset Warp tool and the creation and management of Warped Objects.
This chapter presents an introduction to the Asset Warp tool and how to use it to create Warped Objects out of our vector or bitmap-based artwork through the placement of pins. We'll also see how to manipulate these pins across time and create animation through tweening property differences between keyframes. We then explore more advanced uses for these workflows through modern rigging and the creation of rich armatures, with the ability to manipulate bones and joints as part of our Warped Objects. Finally, we'll perform animation with an armature that makes use of hard bones, soft bones, freeze joints, and more!
After reading this chapter, you will have learned how to do the following:
You will need the following software and hardware to complete this chapter:
Using the Asset Warp tool, we can create a special kind of object—a Warped Object—out of vector shapes or bitmap images. This object type includes the underlying artwork within a container that exhibits a distortion mesh. This allows the mesh to influence the artwork within through the use of Pins and Bones. Warped Objects are somewhat similar to symbols, but they will not appear within the Library as symbols do. They can, however, be animated like symbols through the use of keyframes and Classic Tweens.
Tip
Be sure that you do not attempt to use the Asset Warp tool on a symbol instance—it simply will not work.
Initially, Warped Objects and the Asset Warp tool were added to Animate 2019 in October 2018. Despite the feature being part of the application for nearly 3 years, not much had been done to expand upon the workflows originally introduced with the tool since then. This has all changed with the release of Animate 2022, however, as the feature set has been greatly expanded with additional properties that allow the inclusion of hard and soft bones as part of the distortion mesh, frozen joints, and more!
Note
Newer features involving the creation of bones and modern rigging were not included in the initial released version of Animate 2022 (22.0.0) but were originally intended for it. They were actually released during a follow-up version (22.0.2). If you do not see these options in your installed version of Animate 2022, check for an update!
The Asset Warp tool itself appears as a pushpin icon in the Animate toolbar:
Once you select this tool, you can set the general Tool properties through the Properties panel, and once you establish a Warped Object through the use of this tool on vector shapes or a bitmap image, you'll be able to define properties specific to the whole object, pins, bones, and more via the Object tab in the Properties panel:
A Warped Object has a couple of unique properties that can be exploited within the Warp Options section of the panel. The availability of these options will depend upon whether you are observing Tool properties or Object properties. The various properties are explained here:
The complexity of the mesh can be controlled through manipulation of the associated Mesh Density Slider when a Warped Object has been selected.
A Fixed handle is less impactful but also allows you to rotate the mesh around it:
Play around with both handle modes to see what works best for your chosen assets. The most important thing is to make decisions about which handle modes to use before any animation is attempted.
Note
You may want to also refer to Chapter 1, A Brief Introduction to Adobe Animate, for additional information about the Asset Warp tool and its new capabilities.
We'll explore the use of bones within Warped Object meshes in an upcoming section of this chapter. For now, let's focus on using pins to distort Warped Object meshes and influence the contained artwork.
We'll now explore the creation of Warped Objects and the use of the Asset Warp tool to create distortion meshes through pins. We first need to either import a bitmap image or design a vector graphic to establish the Warped Object upon.
Let's design a spooky little ghost character in Animate for this example:
Ensure that Object Drawing Mode is disabled in order to create simple shapes and not Drawing Objects.
Once again, the grid snapping should assist you in placing these objects correctly.
So easy to create a little ghost, right? While the edges and angles of the ghost character are very straight and clean right now, we'll want to make additional changes to provide a more ephemeral and cloth-like appearance to this ghost… especially when it comes to the bottom portion. We can accomplish all of this through the use of a distortion mesh, and we create such a mesh through the use of the Asset Warp tool.
We will now convert the set of vector shapes that make up our ghost into a Warped Object and will add a number of pins in order to provide these qualities to our ghost character. To do that, follow these steps:
The mouse cursor changes to add a little plus (+) sign next to it, indicating that the next click will add a pin to the selected object.
A distortion mesh is applied to the shape and it is transformed into a Warped Object.
With our Warped Object established, we'll next have a look at animating between mesh states, as established through regular keyframes.
As mentioned previously, when you convert a bitmap or shape into a Warped Object, it doesn't become a symbol and cannot be found within the Library panel. Despite this, a Warped Object can behave very much like a symbol and can be animated through the use of Classic Tweens in a similar way to symbol instances.
Tip
Even though it doesn't appear in the project library, you can still edit the underlying artwork of a Warped Object by right-clicking upon it and choosing Edit Selected from the menu that appears.
We are now going to establish keyframes across the layer containing our Warped Object and will make use of Classic Tweens to animate between these keyframes. Any variation in the mesh between keyframes will cause a distortion effect similar to moving cloth or morphing shapes that can be tweened across time.
You can apply such mesh distortions and resulting tweened animation to all sorts of content—both vector shapes and imported bitmap images. This sort of animation based upon mesh distortion is great for things that have subtle movements, such as cloth, hair, or—of course—spooky little ghosts.
In this section, we got an overview of the Asset Warp tool and how to use it to create Warped Objects using pins and mesh deformations. We also produced a short, looping animation through the use of pin property changes and Classic Tween animation with our Warped Object. Next, we will explore an exciting new set of capabilities with the Asset Warp tool and Warped Objects through the construction of bones and modern rigging techniques.
Before we begin building armatures with the Asset Warp tool, you'll likely be wondering how this type of armature differs from the IK and layer parenting rigs we've explored in previous chapters.
Rigging with Inverse Kinematics and the Bone tool is meant to be very physics-based but still quite precise as everything conforms to the IK bones that are established as part of the rig. The largest obstacle here is that IK is a more advanced type of rigging that takes a while to do correctly because you have so many options over each bone and joint.
Rigging through Layer Parenting is unique again, in that it affords a simple mechanism for tweening layer content through the use of familiar workflows possible with the Selection tool tool and Free Transform tool. Layer parenting is simple to pick up for those who are already familiar with basic tweening workflows, but the motion generated can be very mechanical and stiff as it does not have the rich physics properties associated with an IK rig.
Rigging with Warped Objects is also quite easy for newcomers to pick up but works through the same mesh deformations we've seen in the little ghost project. This type of rigging is more fluid and has a completely different appearance than the other two but still can provide precise control through the use of bones and joints.
Building armatures and then animating them is what Adobe has termed modern rigging and is meant to be more accessible to newcomers but also offers a different type of result than the other rigging options. Adobe also views the capabilities that exist in this type of rigging to be just the beginning of the modern rigging feature set. It is also important to note that this is not a replacement for any other rigging type—it is simply another option in your toolbox.
To get started with modern rigging, we'll make use of some starter files that have been prepared for this purpose. Locate the downloaded files and look within the folder for this chapter to make use of the appropriate file.
Note
The gnarly tree assets that we will use in this section can be downloaded from https://github.com/PacktPublishing/Adobe-Animate-2022-for-Creative-Professionals-Second-Edition.
Open the SpookyTree.fla file to get started:
There are two layers present—one for the tree, and another for the background elements. The file is a 16:9 resolution at 1920 x 1080 and includes no animated content whatsoever. The frame rate is set to 30 FPS.
We will be creating a series of complex armatures for the tree and rope swing using the Asset Warp tool by transforming the gnarly tree bitmap instance into a Warped Object. Once the armatures are established, we'll perform some dynamic animation to simulate the tree being buffeted about by strong winds, with the rope swing likewise disturbed.
As we've seen in our previous experiences with the Asset Warp tool, there exists an option to either create pins or bones through the use of a simple toggle switch in the Tool tab of the Properties panel with the Asset Warp tool selected.
Let's begin by creating our Warped Object:
We will keep Bone Type set to Hard for now.
Do not create any bones for the branch with the swing just yet, as we'll do that in a special way once the initial armature is established.
Before proceeding, let's examine some tips that may help you work with the joints you've laid out so far:
Go ahead and build out your armature to match the branching structure of the tree, using the tips and tricks previously mentioned to guide you. Remember to leave the branch with the swing alone for now.
The initial structure should look similar to the figure below:
Use the Asset Warp tool to move the armature around and get a feel for how these bones work across the mesh distortion to affect the underlying artwork:
We've only used rigid, hard bones in this armature so far. These bones are suitable for the branches of a tree, but you can imagine that if the wind is going to make these rigid branches move and sway, it has to have a greater influence on the rope swing attached to one of the lower branches. Additionally, the thicker parts of the tree are not going to be swayed by any wind and should be frozen in place.
We'll now grow and modify our rig to take all of these concerns into account:
It is important that a joint exists between the two ropes, as we will create a soft bone from here to influence the swing.
The ropes distort with a soft bone, just as you would expect they might in reality, bending and twirling in the wind. Soft bones are great for objects and materials of this nature.
Remember that you can always re-enable the mesh and use the Mesh Density Slider to increase or decrease the complexity of the deformation mesh. Before moving on, give the slider a go in order to get a feel for how it impacts the influence of what we've built.
When you feel you are ready to move on, compare the rig you've created with the one in the following figure. Note that the number of joints, their placement, and the mesh complexity will likely be different from what you see in my image, and that is fine! The important things are around how the rig functions as a whole.
Now that we have our rig established, we'll next look at creating some animation through keyframing and Classic Tweens to have the tree and rope swing blow about in the wind.
We've already seen how to animate a Warped Object through the use of basic pins, but we now have the ability to create bones-based armatures within Warped Objects as well. This is what Adobe has termed modern rigging within Animate and is a brand-new feature with Animate 2022 (version 22.0.2).
If we leave the content at frames 1 and 90 identical as they are now, our loop will visibly repeat the same content, causing a stutter to the otherwise seamless motion. We will adjust for this.
The tree branches are buffeted in the wind and the rope swing tosses wildly about the air. The tree trunk remains fixed in place throughout all this turbulence due to the frozen joints.
After viewing the animation, you may want to make further adjustments to the rig to make everything more believable and realistic. Make use of onion skinning to assist with this. You can also add easing presets to the tweens to introduce further physicality to your structural motion.
In this section, we explored modern rigging through the use of bones created with the Asset Warp tool and Warped Objects. This is a natural extension of the existing mesh deformation functionality and is sure to expand in features as it matures further.
In this chapter, we had an in-depth look at how to create Warped Objects by establishing a distortion mesh through the use of the Asset Warp tool. We created a little spooky ghost character and used pins to animate it floating about the stage. We then explored the use of modern rigging and established a set of branching armatures with a gnarly old tree. Lastly, we made use of various bone and joint properties to give the tree some intense motion as though being blown about by a strong wind.
In the next chapter, we are going to put the focus on advanced layers once again, this time exploring the document Camera, Layer Depth, and Layer Effects!