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# Hands IK

To configure the inverse kinematics for hands, we need the **Hands IK** component :

![](/files/-MdNBbErXiB9FMa6W6h0)

Unlike [Foot KI](/aurora-engine/artificial-intelligence/inverse-kinematics/foot-ik.md), we do not need to edit the animation, here we will use directly the transform to which we will tie our hands.

![](/files/-MdNEdP1jkYge8SzBzWn)

{% hint style="info" %}
Each hand is configured separately, but the settings are identical, so we will consider them once.
{% endhint %}

| Name   | Description                     |
| ------ | ------------------------------- |
| Target | The position of tying the hand. |
| Weight | The weight of the hand.         |
| Smooth | Smoothing.                      |

{% hint style="info" %}
**Weight - how much we will redefine the position, relative to the animation.**

**The higher this value is, the stronger we bind the position of the bone to some other position.**
{% endhint %}

## Example

We can create an animation of handcuffs, for this it is enough to transfer one position to both hands.

![](/files/-MdNGK9PCGb3c0q61rAI)

{% hint style="success" %}
It turns out that we do not need to create completely new animations, but simply change the positions of some bones in the animation, and this is what inverted kinematics helps us with.
{% endhint %}


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