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2D Animation5 min readNovember 2026

What is FK and IK in animation?

Short answer

FK (forward kinematics) and IK (inverse kinematics) are two ways to pose a rigged character. With FK you rotate each joint down the chain, shoulder then elbow then wrist, and the hand ends up wherever those rotations put it. With IK you move the hand or foot directly and the software calculates the joint rotations. FK gives natural arcs; IK keeps hands and feet exactly where you put them.

Core Takeaway

  • FK: rotate from the root outward; the end follows
  • IK: place the end (hand, foot); the joints are solved for you
  • FK is best for swings, arcs and overlapping motion
  • IK is best for planted feet and hands holding or pushing things
  • Most 2D rigging tools support both: Moho, Spine Professional, Harmony, Rive, Blender

Both terms come from robotics. A rigged character is a chain of bones: upper arm, forearm, hand. Kinematics is how you work out where each part ends up.

Forward kinematics (FK)

You rotate the upper arm, then the forearm, then the hand. Each rotation is relative to its parent, so moving the shoulder moves everything below it. FK is how traditional animators think about arcs: a waving arm or a swinging leg in a walk looks natural because each joint follows its own curve.

Inverse kinematics (IK)

You drag the end of the chain, called the effector or target, and the software rotates the bones to reach it. Put a foot on the floor and it stays there while the hips move. Spine's user guide describes it as setting bone rotations so the tip of a bone touches or points at a target, and its IK constraints work on one or two bones.

Why animators use both

A walk cycle often uses IK for the legs, so feet do not slide, and FK for the arms, so they swing in arcs. A character picking up a cup might start in FK and switch to IK when the hand grabs the cup. Rigs that support IK/FK switching let you do this on one limb.

In 2D tools

Moho has FK and IK with target bones. Spine has IK constraints in its Professional edition, not in Essential. Toon Boom Harmony Premium documents inverse kinematics for cut-out rigs. Rive has an IK constraint. OpenToonz's Skeleton tool has an Inverse Kinematics mode, and Blender's IK constraint works on Grease Pencil armatures.

ExodeUI, which we make, also has bones, weights and an IK constraint with angle and stretch limits, and its bone chains can run in FK or IK mode. It is aimed at characters that live inside app and web UI.

Frequently asked questions

What does FK stand for in animation?

Forward kinematics: posing a chain by rotating each joint from the root outward.

What does IK stand for in animation?

Inverse kinematics: posing a chain by moving its end point and letting the software solve the joint rotations.

Is IK better than FK?

Neither is better. IK is easier for contact (feet, hands on objects); FK gives better arcs and overlap.

Do 2D animation programs have IK?

Many do: Moho, Spine Professional, Toon Boom Harmony Premium, Rive, ExodeUI, OpenToonz, Blender and After Effects with Duik.

Related Guides & Examples

Compare 2D rigging tools

See which tools support IK and FK, what they cost and where the result runs.

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