Hi Devoted,
If you like to have the IK working with your set up, follow these steps.
Set up the parts like a “jumping jack”, and all of the parts in a hierarchy. Where the “Top Null” is parent to the Shoulder. The shoulder is parent to the arm. ...and the arm is the parent to the (new) Null Object [end—in the example, can be named freely of course)
The origin point of each object is the rotational point of the object itself. Your parts were nicely prepared.
Once you have the hierarchy created (as the objects with the “green layer tag”), select the Shoulder and call up a Object Manager>Tags>Character Tags>IK. Check if it set to 2D, Attribute Manager>Tag>IK Solver: 2D
Now drag the “end” object to the field Attribute Manager>Tag>END: end
Click on the button with the Attribute Manager>Tag>Add Goal as well for the Attribute Manager>Tag>Add Pole.
Done.
I like to drag the Pole object a little bit out of the scene. But it needs to stay on the “virtual-plane” that your flat objects describe. It works roughly said like a target point for the IK solution, so it stays in “shape”. Move it in 3D and see what happens, things get weird ;o)
The Goal Null is now your object to manipulate the scene [orange layer tag in this scene]. To introduce the function clearly, I have added a Object Manager>Tags>CINEMA 4D Tags>Vibrate tag to it. Which is of course not needed normally.
All the best
Sassi