Glossary

Bones and inverse kinematics (IK)

A skeleton that moves artwork, and a solver that bends limbs to reach a target.

In short

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.

Examples you can play

All templates

Questions

Do I need bones for a simple character?

No. Groups and pivots are enough for a few parts; bones pay off for limbs and walk cycles.

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