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  1. Artificial Intelligence
  2. Inverse Kinematics

Hands IK

Инверсивная кинематика рук

PreviousFoot IKNextFootstep Sound

Last updated 3 years ago

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

Unlike , we do not need to edit the animation, here we will use directly the transform to which we will tie our hands.

Each hand is configured separately, but the settings are identical, so we will consider them once.

Name

Description

Target

The position of tying the hand.

Weight

The weight of the hand.

Smooth

Smoothing.

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.

Example

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

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.

Foot KI