5.12
IK Constraint
4m 46sπ Key Points
Inverse Kinematics: control bone chain rotation by moving a target point.
π TutorialAvailable
Summary
The IK (Inverse Kinematics) Constraint allows you to control a chain of bones using a single point, rather than rotating each bone individually (Forward Kinematics). This is particularly useful for animating limbs like arms or legs, where moving a hand or foot automatically calculates the necessary joint rotations.
Step by Step
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01:11
Creating a TargetCreate an empty group (G) and change its type in the Inspector from "Group" to "Target" to serve as the control point.
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01:52
Applying the ConstraintSelect the last bone in your chain, go to the Inspector, and add an IK Constraint.
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02:03
Linking the TargetIn the constraint settings, use the target selector to pick the Target group you created in step 1.
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02:50
Setting Bone CountAdjust the "Bone Count" property to determine how many bones up the chain are influenced by this specific IK target (e.g., set to 2 for a knee/elbow joint).
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03:32
Inverting DirectionUse the "Invert Direction" toggle if the joints are bending the wrong way (e.g., an elbow bending backwards).
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03:52
Animating IK PropertiesIn Animate Mode, you can key both the "Invert Direction" and "Strength" properties to switch between poses or blend IK with Forward Kinematics.
Notes About Current Rive
- FK vs. IK: Forward Kinematics (FK) is default; IK is superior for limbs that need to stay planted or follow a specific endpoint.
- Visual Feedback: Bones under the influence of an IK constraint appear highlighted in yellow in the viewport.
- Hybrid Rigging: You can animate the "Strength" property down to 0% to temporarily disable IK and return to manual bone rotation (FK) for specific frames.
π Notes
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