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IK Constraint

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Rive 101 - IK Constraint

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.

  • 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.