Two Bone IK Function

Two Bone IK Function

Windows
MacOS
Linux

Computes the transform for two bones using inverse kinematics.

Target is Kismet Animation Library

Two Bone IK Function
Root Pos
X0
Y 0
Z 0
Joint Pos
X0
Y 0
Z 0
End Pos
X0
Y 0
Z 0
Joint Target
X0
Y 0
Z 0
Effector
X0
Y 0
Z 0
Allow Stretching
Start Stretch Ratio
1.0
Max Stretch Scale
1.2
Out Joint Pos
X0
Y 0
Z 0
Out End Pos
X0
Y 0
Z 0

Inputs

Root Pos
Vector (by ref)

The input root position of the two bone chain

Joint Pos
Vector (by ref)

The input center (elbow) position of the two bone chain

End Pos
Vector (by ref)

The input end (wrist) position of the two bone chain

Joint Target
Vector (by ref)

The IK target for the write to reach

Effector
Vector (by ref)

The position of the target effector for the IK Chain.

Allow Stretching
Boolean

If set to true the bones are allowed to stretch

Start Stretch Ratio
Float

The ratio at which the bones should start to stretch. The higher the value, the later the stretching wil start.

Max Stretch Scale
Float

The maximum multiplier for the stretch to reach.

Outputs

Out Joint Pos
Vector

The resulting position for the center (elbow)

Out End Pos
Vector

The resulting position for the end (wrist)

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