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2D Animation7 min readNovember 2026

How do I rig a 2D character with IK?

Short answer

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.

Core Takeaway

  • 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

1. Prepare the artwork

Separate every moving part onto its own layer: head, torso, upper and lower arms, hands, thighs, shins, feet. Draw a little extra at each joint, such as a rounded end on the upper arm, so the overlap hides gaps when the limb bends. Name layers clearly.

2. Set pivots and build the skeleton

Start with a root bone at the hips. Add the spine and head, then each limb as a chain: upper arm, forearm, hand. Place each bone's base exactly at the joint pivot. A clean hierarchy matters more than the number of bones.

3. Bind art to bones

Attach each layer to its bone. For smooth bends, use meshes with weights where your tool supports them (Spine Professional, Rive, Moho, Harmony deformers) so the elbow area deforms instead of rotating as a rigid piece.

4. Add IK

Create an IK target for each hand and foot and constrain the two-bone chain to it. In Spine, select a bone and its child and create an IK constraint (Professional only). In Moho, set target bones. In Rive, add an IK constraint to the chain. In Blender, add an IK constraint to the lower bone with the target set. Check the bend direction of knees and elbows.

5. Test and refine

Pose the character in extremes: crouch, reach up, kick, cross the arms. Fix joints that break, limbs that flip, and parts that draw in the wrong order. Add controls for the face, such as Moho Smart Bones or switch layers for mouths and eyes.

6. Animate

Block with IK for planted limbs, polish arcs with FK, and use IK/FK switching where contact begins or ends.

In ExodeUI the steps are the same: draw bones with the Bone tool, bind them to paths or meshes and paint weights, then add an IK constraint to each limb. Its MCP server can also create FK or IK bone chains from a prompt. We make ExodeUI.

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 Guides & Examples

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Compare tools with IK, FK, meshes and deformation.

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