Animating Using Inverse Kinematics

The Inverse Kinematics (IK) tool allows you to pull on your character's extremities, such as the hands and feet, and have the rest of the body follow. It can be used on any piece connected in a hierarchy. However, you do not have to use IK every time you have a hierarchy rig. This tool is useful when you want to bend a character's knees, make it sit and move the rest of the body, and so on. It will also assist you with the posing of difficult moves.

In most 3D animation software, Inverse Kinematics is implemented as a skeleton system. Harmony uses the rigging hierarchy already created in the Timeline view, so there is no need to place bones in the character. Inverse Kinematics in Harmony uses the connection between each of the parts' pivots.

Inverse Kinematics will not work on basic rigs without hierarchy because there is no hierarchy chain present. IK only works on a hierarchy where the pivots are properly set.

When animating a hierarchy puppet, you will use both the Transform and Inverse Kinematics tools.

About IK Hierarchy Chains
Where to Start with Inverse Kinematics?
Inverse Kinematics Tool Properties
Setting Up the Character to Use IK
Minimum and Maximum Angle
IK Keyframes
When to Use the Inverse Kinematics (IK) Tool