Chapter 8: Animating Poses with IK Armatures
In the previous chapter, we explored the use of Layer Parenting in order to establish a parent-child relationship among the various layers in an Animate document in order to create a type of rig to animate a character's body parts more easily.
In this chapter, we will now explore animating with Inverse Kinematics workflows through the use of 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 in order to establish a solid and refined rig. We will then explore the ways in which Poses are managed, creating animation through Inverse Kinematics. Finally, we will also examine how to package a rig for sharing and reuse.
After reading this chapter, you'll be able to perform the following functions in Animate:
- Use the Bone tool to establish...