This episode is an introduction to Inverse Kinematics, IK for short. We cover a general overview of what IK is, where it is important to be used, and then we set up the simplest possible IK setup for our player's hand using the 2 Bone IK AnimGraph skeletal control node. I show you how to set up sphere collision around our player's hand when his arm is extended, and then use that sphere collision to drive a boolean variable to turn on the 2 Bone IK node.
00:00 Intro
00:24 Today's Goals and Key Concepts
02:07 Setting up Sphere Collision Trace to determine when IK needs to be applied for hand
05:23 Setting up Two Bone Skeletal Control node in the AnimGraph (Idle state)
09:04 ISSUE FIX: Elbow bending awkwardly inward
09:56 ISSUE FIX: Spasming arm / hand
11:39 Setting up Two Bone SkeletalControl node when walking and running
12:05 Build cleanup, other things to consider
12:54 Conclusion
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Direct References
Two Bone IK Node:
https://docs.unrealengine.com/4.26/en...
Skeletal Controls more generally:
https://docs.unrealengine.com/4.27/en...
Overview of Collision in Unreal Engine:
https://docs.unrealengine.com/5.0/en-...
Overview of Traces (Including Sphere Trace) in Unreal Engine:
https://docs.unrealengine.com/4.27/en...
General References on Animation
AnimGraph:
https://docs.unrealengine.com/4.27/en...
State Machines:
https://docs.unrealengine.com/5.0/en-...