Summary
In this chapter, we had a deep look at one of the most mystifying workflows in all of Animate – Inverse Kinematics. This is truly a professional-level animation workflow and one that can be easily done incorrectly without a proper understanding of all the different aspects involved in IK armatures, IK bones, poses, and the various settings attributed to each. You can now confidently rig an armature using inverse kinematics in a refined and believable way, and animate the character or figure attributed to your armature by creating and managing poses across the timeline. In the next chapter, we are going to put the focus on advanced layers once again, this time exploring the Camera document, Layer Depth, and Layer Effects!