INVERSE KINEMATICS: THE BONES OF THE THING!

FOR FUN WITH PUPPETS
Make your own armatures using the IK tool for complex and easy animation.

INVERSE KINEMATICS
Inverse Kinematics- arranges symbols in collections called armature. 
Bones allow you to connect symbols to create armatures.

This creates a special layer for the symbols that are part of the IK.

You may need to arrange symbols or move layers to expose the symbols you are connecting.

THE BONES OF THE THING
To create bones.  Click and drag with the bone tool.  The starting point is called the head when you release it creates the tail.  This is the parent bone that is the beginning point for the armature. 

To create the next bone or child, click and drag on the tail of the previous bone.  Bones are linked in this manner.  To test the movement, use the selection tool to move the armature by dragging it.

Remember the points (head/tail) of the bones become the pivot points.

Use selection tool to move around.

CONSTRAINT
Do parts of the armature move in ways you do not want?

Remove joint rotation- select the bone by clicking anywhere between the head and tail of the bone and check the disable joint rotation in the property inspector. 

To constrain, but not REMOVE rotation-  select the leave joint rotation enabled, but select the constrain property.  The indicator shows the degree to which the constrain is happening.

Constraints are only added to the head, not the tail.

SECRET TECHNIQUE FIX
BUT HOW DO I CONSTRAIN MY FINAL BONE TAIL???  You ask… How do you constrain the rotation of a tail pivot point?  YES.  Create a symbol that is just a circle, add to the armature with a bone.  You can now constrain the joint. 

***Important- once you are done animating, get rid of the pesky “handle” by editing the symbol and set the alpha in of the fill color in the color picker to 0.

TO ADJUST THOSE CRAZY JOINTS
To move a bone head (LOL!) or bone tail to align parts, use the transform tool to move the pivot point.  To move and adjust a symbol, hold the COMMAND key down and select the symbol with the bone tool and reposition.

To animate add frames and the drag your armature to change pose.