Procedural Hand IK

Procedural Hand IK ensures that any character bones procedurally driven through virtual bones are resolved back into the correct final locations, keeping them consistent with any movement applied at the equipment pivot.
Application Order: Place this at the very end of the Procedural First Person Toolkit animation chain.
Inputs/Details:
Hands / Lowerarm Bones: The bones that will be modified.
Hand Left IK Alpha: Controls the left-hand IK weight. This can also be driven by the
MaskHandLeftIKcurve.Hand Right IK Alpha: Controls the right-hand IK weight. This can also be driven by the
MaskHandRightIKcurve.
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