Parenting in Animate vs Bones
See Susan's Demo on Parenting and how to watch for rotation points
This is the preferred method because there are more options for animation.
See the Adboe Demo on Layer Parenting in Animate
After you have created your Rig you can parent your layers.
This is a different process than boning.
Parenting allows for squash and stretching while boning in Animate does not.
You can access the file from the demo and replace the assets with assets from your character design, this will give you practice with working in a rig and making sure your assets overlap when they need to move.
Fisher Mancilla used this method for his character's fight scene. You can see the editor file here.
The Battle Scene by Fisher Mancilla
You can study and use a template file by opening Animate and choosing the template file, Boney McBones
You can change assets with frame picker since all of the assets are on one timeline.
Note that the Bone Tool uses one layer for the animation called an armature.
The assets are all graphic clip symbols.
You pull the arm to make the arm pull the body.
Create keyframes and pose your character on the timeline.
This is limited since squash and stretch is not an option, you are also limited by the rig, for example you cannot bring the skull in front of the neck, without these types of overlaps the animation can be robotic and flat.
What is the difference between rigging with Bones and using Parenting?