How to use Two Bone IK to sync Hands

  • Go into the skeleton of the character and create an effector/socket where you want to bone to go.
  • In Anim graph, create a Two Bone IK node. Pick the IK Bone you’ll use in IKBone (eg: hand_ik).
  • Pick the effector you created prior and set it to Bone Space.
  • If the elbow/knee causes issues, set up the Joint Target by selecting something up the chain (eg: upperarm, clavicle, etc) and set it to Bone Space.
  • To ensure that the correct animations are affected but this node, create a new curve on the animation you wish to change.
  • Keyframe the values of 0-1, where 0 represents the node not affecting the animation and 1 affecting it.
  • As long as the name of this curve is the same throughout other animations the node will take effect.
  • So the node pays attention to these values, create a Get Curve Value node, and connect it to the Alpha. It is very important that you copy the Curve Name exactly as it is in the animation files.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9