Inverse kinematics and rigging as explained

in setting up the modules and pegs as described in tutorials pack 9 chapter 45

Can Inverse Kinematics be used with these type of pegs that are just drawing modules set up as pegs?

and if so would that affect the patches? Thanks

To attach a hierarchy to a drawing element instead, or in addition to a peg-element can have some advantages.
For the first a drawing element can have a drawing.
If you need to mark a master-peg with a visual marker you can attach it to a drawing-element. Then make a drawing, for instance a cross in the drawing-element and extend the exposure for the duration needed.
While animating,- the cross will be an easy thing to grab.
This is specially helpful if the hierarchy by itself is hidden behind other elements.If you use a unique color-swatch, turning its opacity to zero will make the cross invisible.
Further more , the pivot-point for a drawing element can be changed for each individual drawing in the element.
This can be practical when an element for instance a character have drawings of multiple angles.
When these angles are logically placed after each other in multiple drawing-elements in a hierarchy,and hooked on a drawing-element you can adjust the pivot point individually for each cell, also for the hierarchy.
A drawing element have a built in peg. A peg element have not a built in drawing.
You can stack a lot of pegs and drawings upon each other not only for building a puppet hierarchy, but for any practical use you may need.
If such stacks of pegs and drawings can affect special functions I really don`t know. When it comes to the video-tutorials I would expect the systems presented there to be highly functional.
That is to say , about the patches and if they will be affected, I wouldn’t expect them to be, but can’t really tell. When it comes to inverse kinematic. After you have arranged your hierarchy(s) ,remember to place the pivot points before you start to animate.
It can be smart to copy the character, or store it in the library before you start to animate.
Then just hit the animation button and then the inverse kinematic button.
You might find it helpfull to go through the more basic rigging chapter in the user guide before studying the quite advanced video-tutorials on the topic.

Best regards

Reading Lilly’s answer I suddenly remembered to have seen something about Setting Up the rig for IK.
Videotutorials pack 15, chapter 82(Animate Pro) and 83(Animate) .


With regards to pegs and IK, it does affect the setup. Think of it this way - every drawing has a pivot, and every peg has a pivot. So when you turn on IK, you’ll notice it’s a big mess. This is because it’s basically copying twice every pivot, once for the drawing, and once for the peg.

Don’t panic, though, because there’s a solution. All you have to do is select the drawing layers (because you don’t want to use these layers to animate, you want to use the peg layers) and EXCLUDE FROM IK (in Tool Properties). Once you exclude all the drawing layers, your IK tool will look much cleaner, and you can follow the same procedure that you would normally for IK, selecting the child-most peg layer and adjusting the position of the bone and so on.