Forward vs Inverse Kinematics
Most skeletal animation in Rive uses Forward Kinematics. With Forward Kinematics, you pose a bone chain by rotating each bone. Child bones move based on the rotation of their parents. Inverse Kinematics works in the opposite direction. Instead of rotating each bone manually, you place a target at the end of the chain and Rive solves the bone rotations needed to reach it.Creating an IK constraint
To use IK, you need a bone chain and a target. The target can be any object, though in most cases you’ll want to use a group with its Style set to Target.Create a bone chain and a target
Use the B shortcut to create a bone chain.Then use the G shortcut to create a group.With the group selected, set Style in the Inspector to Target. A target group stays selectable, even when other objects are above it. See Targets.
Add an IK constraint
Select the last bone you want the IK constraint to affect. In the Inspector, use the Constraints section to add an IK constraint.
Select a target
Open the constraint flyout menu and use the target button to select the target group you created in step 1.