# How do I rig a 2D character with IK?

> Split the character into separate parts, place pivot points at the joints, build a bone hierarchy from the hips outward, bind each part (or mesh) to its bone, then add IK to the limbs with a target at each hand and foot. Test extreme poses, fix bend direction and deformation, and add controls for the face. The steps are the same in Moho, Spine, Harmony, Rive and Blender; the button names differ.

Updated November 2026. Source: https://www.exodeui.com/questions/how-to-rig-a-2d-character-with-ik/

## Key takeaways

- Prepare art in layers: separate upper arm, forearm, hand, thigh, shin, foot
- Draw overlapping joints so gaps do not show when limbs bend
- Build bones from the root (hips) outward
- Bind parts or meshes to bones, then add IK targets to hands and feet
- Test extreme poses before animating

## Frequently asked questions

### How many bones does a 2D character need?

As few as you can animate well. A simple character might have 15 to 25; add more only where you need control.

### Why do gaps appear at my character's joints?

The parts do not overlap enough, or the pivot is off. Extend the art past the joint and place pivots at the joint centre.

### Can I rig a character from a PSD file?

Yes. Spine, Moho, Cartoon Animator and others import layered PSDs.

### Which free tool can I use to practise rigging?

Blender (Grease Pencil) or OpenToonz, both free and open source with IK.

## Related

- [What is FK and IK in animation?](https://www.exodeui.com/questions/what-is-fk-and-ik-in-animation)
- [Best 2D rigging software with IK and FK](https://www.exodeui.com/best-2d-rigging-software-ik-fk)
- [Best free 2D character animation software](https://www.exodeui.com/best-free-2d-character-animation-software)
- [Interactive mascot UI](https://www.exodeui.com/learn/interactive-mascot-ui)
