Bones are a skeleton that artwork is attached to, so moving a bone moves the shapes or picture parts skinned to it; inverse kinematics (IK) is a solver that bends a chain of bones, such as an arm, so its end reaches a target you move.
In more detail
- Skeletal animation needs far fewer keys than animating each part by hand: you animate a few bones and the art follows.
- IK makes feet stay on the ground and hands reach objects; forward kinematics rotates each bone yourself.
In Ova Motion
In Ova Motion you draw bones over a character, bind shapes or a mesh to them, add IK constraints and animate the bones on the timeline. Walk and run cycles blend in a state machine.
Last checked against the product on 2026-10-15.


