Building an Armature using Inverse Kinematics
We previously saw how to animate a character across layers with Layer Parenting mechanisms using the Advanced Layers mode. While simple enough to use, there are some limitations in the construction of your rig when using that method. 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 through the use of the Bone tool and special Armature layers, and this will be the focus of the current chapter.
We'll first address how these two approaches differ from one other, and then build a rig using inverse kinematics.
Understanding Inverse Kinematics versus Forward Kinematics
Just like in the previous chapter, we'll be using the wooden doll artwork to construct our alternate rig. As with all files referenced in this book, you can locate this file through the following...