Summary
In this chapter, we took a deep dive into one of the most mystifying workflows in all of Animate – Inverse Kinematics. This is truly a professional-level animation workflow and one that can easily be done incorrectly if you don't have a good 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, as well as 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 look at the most modern and flexible method of creating rigging for your animated content; that is, by using Warped Objects.