Building an Armature using Inverse Kinematics
Previously, we learned how to animate a character across layers with Layer Parenting mechanisms using Advanced Layers mode. While simple enough to use, there are some limitations to consider while constructing your rig when using that method, and dealing with so many layers can be a chore. Another rigging mechanism exists in Animate that is capable of similar results, but with a completely different workflow and set of tools. Animate is capable of producing animation through an Inverse Kinematics workflow by using the Bone Tool and special armature layers. This will be the focus of this chapter.
First, we’ll address how these two approaches differ from one another and then build a rig using inverse kinematics.
Understanding Inverse Kinematics versus Forward Kinematics
Just like in the previous chapter, we’ll be using prepared artwork to construct our alternate rig. As with all the files referenced in this book, you...