Bone deformers vs Inverse Kinematics

I recently created a post about issues creating turnaround rig with bone deformers in Harmony 12. One comment said they do not use deformers at all, which was a thought that hadn’t occurred to me.

Upon closer inspection and after watching a few tutorials, using inverse kinematics almost seems to do the same job. Other than deformers being able to stretch bones, is there any other advantage of having bone deformers over using inverse kinematics and pivot points?

(This is excluding using curve deformers, where I do see an obvious difference)


i would say that it depends on what you need your model to do. i certainly try to use deformers to drive the animation as much as possible because i find it easier to keep track of, but i certainly use FK when i have to.