Drawables can be rigged using either vertex groups (skinning) or Child Of constraints. The top-level Drawable object must be an armature.
Skinning Drawables works the same way you would normally do it in Blender. Simply create vertex groups where each group's name corresponds to a bone in the armature. Then, add an armature modifier and specify the Drawable as the armature object.
Many Drawables aren't rigged using weighted vertex groups. You can instead link an entire Drawable Model to a bone by using a Copy Transforms constraint.
Use the "Add Bone Constraint" operator with the Drawable Model Selected to add a Copy Transforms constraint with the properties setup for correct previewing.
By default, Blender sets the owner space and target space of the Copy Transforms constraint to "World". This can cause issues when objects are parented to both bones and other objects. Because of this, make sure to always use the Add Bone Constraint tool when creating Copy Transforms constraints.