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| f4126f | Irina Rus | 2026-05-04 02:12:04 | 1 | # How to use Two Bone IK to sync Hands |
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| 3 | - Go into the skeleton of the character and create an effector/socket where you want to bone to go. |
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| 37d37e | Irina Rus | 2026-05-04 02:13:42 | 4 | - |
| f4126f | Irina Rus | 2026-05-04 02:12:04 | 5 | - In Anim graph, create a Two Bone IK node. Pick the IK Bone you’ll use in IKBone (eg: hand_ik). |
| 6 | - Pick the effector you created prior and set it to Bone Space. |
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| 37d37e | Irina Rus | 2026-05-04 02:13:42 | 7 | - |
| f4126f | Irina Rus | 2026-05-04 02:12:04 | 8 | - 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. |
| 37d37e | Irina Rus | 2026-05-04 02:13:42 | 9 | - |
| f4126f | Irina Rus | 2026-05-04 02:12:04 | 10 | - To ensure that the correct animations are affected but this node, create a new curve on the animation you wish to change. |
| 11 | - Keyframe the values of 0-1, where 0 represents the node not affecting the animation and 1 affecting it. |
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| 37d37e | Irina Rus | 2026-05-04 02:13:42 | 12 | - |
| f4126f | Irina Rus | 2026-05-04 02:12:04 | 13 | - As long as the name of this curve is the same throughout other animations the node will take effect. |
| 14 | - 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. |
