Stage Guide > Toon Boom Harmony 10 Stage User Guide > Chapter 17: Cut-out Animation > Animating using Inverse Kinematics > Where to Start with Inverse Kinematics?

Where to Start with Inverse Kinematics?

This section explains the basics of the Inverse Kinematics tool. IK works best when you lock a part of the character to the spot, such as a foot on the floor, then select the entire body or another extremity and move it.

To lock a part in place, you use the IK Nail option.

To use the Inverse Kinematics tool:

1. In the Tools toolbar, select the Inverse Kinematics tool or press [Alt] + [8].
2. In the Camera view, [Ctrl] + click (Windows/Linux) or [⌘] + click (Mac OS X) on a part of the body.

The entire IK skeleton appears.

3. Click on a part of the body and pull on it to move the character.

4. Hold down the [Shift] key and click on the pivot belonging to the part you want to lock in place.

5. Click on another part of the character and pull on it. You can [Shift] + click on a bone to lock the orientation of the bone.

Related Topics 

IK Hierarchy Chains
Inverse Kinematics Tool Properties
Setting up the Character to use IK
Minimum and Maximum Angle
IK Keyframes
When to use the Inverse Kinematics Tool