> For the complete documentation index, see [llms.txt](https://docs.sandbox.game/en/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sandbox.game/en/creator/voxedit/docs/animator/use-inverse-kinematics.md).

# Use Inverse Kinematics

## What is Inverse Kinematics? <a href="#what-is-inverse-kinematics" id="what-is-inverse-kinematics"></a>

This is a time saving tool for posing a rig when you need to focus first on the position of a child node before adjusting its parent node.

When it is not active, parent nodes control movement of their child node(s), their child node(s), etc., so IK reverses this relationship using intuitive movements.

IK settings are modified in the [Animator](/en/creator/voxedit/docs/animator.md#inspector-1).

**IK Enabled** - adjusting the position or rotation of a child node influences the position and rotation of the parents it is attached to.

**IK Disabled** - the parent-child relationship behaves normally, where a parent node influences all of the child nodes attached to it (known as Forward Kinematics, or FK).

#### **Example**

If you're creating a new pose or animation of a human NPC (non-player character) and want to move a hand, you intuitively know where the destination of the hand should be, and getting it right is important since it can make your asset more expressive.

With IK enabled, moving the hand pulls the parent nodes with it (which contain the forearm, upper arm, and shoulders). If IK were disabled, you would need to start instead by moving the shoulders, then the upper arm, then the forearm, and finally the hand, and it would likely take many adjustments to get the hand in what feels naturally like the right location.

## Complete Inverse Kinematics Guide (Video)

{% embed url="<https://youtu.be/4ZBel1cwBZE>" %}


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