To add inverse kinematics to an animation graph, follow these steps:
.act
file in the Asset browser.vector 3
input named ik_target
.number
input named ik_alpha
.Inverse Kinematics
node (right-click on the canvas and type “inverse kinematics”).ik_target
to the Effector position
input pin of the IK node.ik_alpha
to the Alpha
input pin of the IK node.Input
pin of the IK node.ik_target
and ik_alpha
inputs. ik_target
specifies the position of the target in object space, while ik_alpha
ranges from 0 to 1 and determines the influence of the IK (0 = no effect, 1 = full override of the animation).