Legacy Reference

Using Inverse Kinematics (IK)

Inverse kinematics (IK) involves calculating the rotations of the joints in a character skeleton so that a specific part of the skeleton (the end effector) reaches a defined target point. Use IK when an animation requires a terminating joint to be placed precisely. All IK systems must be defined in the character's .chrparams file.

Lumberyard's animation system processes forward kinematics (FK) and IK tasks in the following order:

  1. Aim IK and look IK

  2. Animation-driven IK

  3. Foot IK and ground alignment

  4. Limb IK

  5. Individual joint overrides