Select a linked object or multiple objects linked to each other. > Tools menu > Bone Tools > Object Properties rollout > Bone On toggle
You can use arbitrary objects as bones, controlling their animation as if they were bones in a bones system. You can apply an IK solver to the boned objects.
To use objects as bones, turn on the Bone On toggle in the Object Properties rollout of the Bone Tools dialog.
Warning: Turning on Freeze Length has no visible effect unless you transform the child of the object to which Freeze Length is applied.
Once you've set objects to function as bones, applying an IK solution behaves as it does for standard bone objects. The geometry of the boned objects can stretch or squash during animation.
To use objects as bones:
Note: You can set a single object to work as a bone, but this doesn't have much use.
Choose Animation > IK Solvers > HI Solver.
You can choose a different IK solver, but the HI Solver is the preferred choice.
Click to select the end of the IK chain.
Now when you transform the boned objects, their movement is governed by the IK solver.