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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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- Go into the skeleton of the character and create an effector/socket where you want to bone to go.
37d37e Irina Rus 2026-05-04 02:13:42 4
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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).
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- Pick the effector you created prior and set it to Bone Space.
37d37e Irina Rus 2026-05-04 02:13:42 7
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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
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- To ensure that the correct animations are affected but this node, create a new curve on the animation you wish to change.
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- Keyframe the values of 0-1, where 0 represents the node not affecting the animation and 1 affecting it.
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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.
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- 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.