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RiggingBones & IK

Bones & IK

The bone tool builds a real skeleton on flat artwork: a chain of bones, a skinned mesh, and both forward and inverse kinematics. After Effects has no equivalent.

The pieces

PieceWhat it is
BoneA segment with a length and a rotation, parented to the previous bone
ChainA sequence of bones — an arm, a tail, a leg
SkinningLinear blend skinning: each mesh vertex is influenced by nearby bones, weighted
FKForward kinematics — rotate a bone, everything downstream follows
IKInverse kinematics — move a target, the chain solves to reach it

Two IK solvers are live: a closed-form two-bone solver, and FABRIK for longer chains.

Workflow

Pick the tool

Ctrl/ + B, with a riggable leaf layer selected — a single shape or image layer.

Draw the chain

Click to place the root, then click again for each subsequent joint. The BoneOverlay draws the bones, joints and IK targets on the canvas.

Bind

The mesh is skinned to the skeleton. Each vertex picks up weighted influence from the bones near it, so the artwork deforms smoothly across a joint rather than tearing at it.

Pose

FK: rotate a bone and its children follow. Good for tails, antennae and anything whose motion originates at the root.

IK: add a target at the end of the chain and move the target. The solver finds joint angles that reach it. Good for arms and legs, where you care about where the hand or foot ends up and not about the elbow angle.

Keyframe

Poses are keyframeable. Set the playhead, pose the rig, and keys are written.

Use IK when the end of the chain has a job — planting a foot, holding a prop. Use FK when the motion travels outward from the root — a whipping tail. Most character work uses both, on different limbs.

CPU and GPU skinning

Both paths exist and produce the same result — the deformed mesh is normalised before it reaches the renderer, so the GPU path does not drift from the CPU one.

Editing the rig

The Rigging inspector tab holds chain editing, IK targets and pose controls. Every edit is a single undo step.

Bones or puppet?

BonesPuppet
Jointed, articulated motionSquashy, organic, cloth-like motion
A defined skeleton existsNo obvious skeleton
You want IK — “put the hand there”You want to grab and pull

They are separate systems; use whichever the artwork suggests. See Puppet pins.

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