Inverse Kinematics is honestly easier than I thought, but it's probably harder when you add more than three joints and its pretty badly made. You can customize the costumes by changing the costume values inside the block that draws the arm to the name of the costume you want. The method I used for this was to basically draw a right isosceles triangle from the base to the first joint and do some inverse cosine things so I could find the exact angle the arm needs to be at. The problem with this method is that it does not support more than three joints, including the origin. But it performs faster than the alternative explained below. There is an easy way to make it have an infinite number of joints which is to make the joints go to the joint above it, starting with the last joint moving towards the target position, then do the same thing but make them go the the joint below it, starting with the first joint moving to the origin. This keeps the arm in place, but also needs to be computed upwards of 15 times per frame for it to be accurate. I personally haven't tried it YET, but it seems like it would lower the framerate more. This project has much less comments than my other ones, sorry for those who care. (count: 0)