I really wanted 2D Inverse Kinematics in the Godot Engine and while 2D IK is on the Godot roadmap (and even seems finished in a to-be-merged pull request), I really wanted it to work for my own projects now. So I made my own solution.
Inverse Kinematics is the idea of a configuration of joints reaching forwards to some target. It’s very useful in animation, particularly in procedural animation. Until then, this still has uses for animating 2D “puppets” or “cutouts” on the engine level, examples of which can be found in this demo as well as some of the videos below!