Physical Motion with Inverse Kinematics
In the previous chapter, we explored how to use Layer Parenting to establish a parent-child relationship among the various layers in an Animate document. This helps us create a type of rig that we can use to animate a character’s body parts with ease.
In this chapter, we will explore animating with Inverse Kinematics (IK) workflows by using fully rigged IK Armatures. Armatures in Animate are established by creating IK Bones using the Bone Tool and exist on a single Armature Layer. We will build a multi-object armature and explore the various properties associated with each node to establish a solid and refined rig. We will then explore how Poses are managed by creating animation through Inverse Kinematics. Finally, we will learn how to package a rig for sharing and reuse.
After reading this chapter, you’ll be able to do the following in Animate:
- Use the Bone Tool to establish a rig and understand the concepts behind...