Blender 2.8 Inverse Kinematics In 2 Minutes!

Royal Skies · 914K views · 2019 · 2:30

Open on YouTube

Animation & visual effectsComputer graphics & rendering3D printing, CNC & maker projectstutorialdated

Why Blender Stack Exchange recommends it

Blender Stack Exchange answerers and askers point people to it as a fast, practical walkthrough for setting up IK on knees, elbows and legs in a rig.

Recommended by 4 people across 4 different months, 2019 to 2024.

What it is

A 2.5-minute speed tutorial by Royal Skies showing how to set up inverse kinematics on a character rig in Blender 2.8. It is part of the creator's Blender 2.8 Speed Tutorial series and covers the basic steps quickly.

What people said

Recommends SDpt · 2019-08 · Blender Stack Exchange · on “I can't understand Inverse Kinematics”

I honestly don't know what's going on exactly with your process, but I've followed this video myself and works just fine: [this video] Hopefully this helps!

Recommends Christopher Esther · 2021-02 · Blender Stack Exchange · on “How do you make a armature and connect it to a mesh?”

If you have an armature ready to go, then in Object mode, select the mesh and then shift select the armature. Then press Cmd+P/Ctrl+P and parent it with automatic weights. Now you can select the armature and move the individual bones in Pose mode and the mesh should move with it. If certain bones have too much/too little influence on the mesh, you can alter it by selecting the mesh, going to Weight Paint mode, and select the bone that you want to edit in the Object Data Properties tab under Vertex Groups. It might also be useful to apply some inverse kinematics to your armature to make animation easier and more realistic. Blender has a good video tutorial on how to do that here [LINK] and th

Recommends Brockoli Bruce · 2022-12 · Blender Stack Exchange · on “Character model blocky and not smooth and fluent”

Duarte Farrajota Ramos is right that some more images or gifs would be helpful, but I'll try my best to understand your question. I've had a look at your models and see that you've got some experience with modelling, that's good. The problem with the joints that you're describing, it works that way because you've made it that way. With your first model the upper arms, the lower arms and the torso are all separate meshes. You want these to be one mesh. You say the bones move weird. You have a basic rig but it's not very functional at the moment. John Eason is right that there are many videos to help you out on YouTube, however not all of them respect your time. Royal Skies [LINK] is a channel

Recommends njemal · 2024-08 · Blender Stack Exchange · on “Rig legs bending backwards”

For more controlled bending direction of knee and elbow joins that bend only in one direction, usually you want to use an IK constraint on the shin bone in your example. You would need to add another bone a short distance in front of the knee to be the pole target for the bend and you can use the foot bone as the target. Within the Ik bone setting you have to set the chain length to two and you might have to change the roll of the bone if it doesn't work right anyway. Here is a link to a short tutorial to clarify the process [this video] .

Cites Ewaren · 2019-08 · Blender Stack Exchange · on “Converting FK animations to IK”

I have already created a few animations (idle, run...) for a character that I rigged using FK, because I didn't know about IK at the time (I'm very new to animation). However I recently learnt about IK with this video [this video] and I would like to add IK to my rig because I think it will make further animations easier. The problem is that when I try to add the IK bones to my rig now, it messes up the previous animations that I had already done using FK, since the IK bones do not have any keyframes to match the animation yet. This is what the original run animation looks like, vs. what it is now that I have added an IK heel bone. As you can see the left foot is "glued in place" because of the I

Cites Candle · 2020-12 · Blender Stack Exchange · on “Adding IK Problems - shin/forearm sticks out, doesn't follow IK”

I'm trying to create an IK for a model, and have tried both of the following tutorials: Blender [LINK] and Royal Skies LLC [this video] . The process I'm following, and the issue I get both times, are both shown in this video [LINK] First using the Royal Skies LLC method*, the added IK Foot does bend the knee, but the knee is only aligned in its normal rotation when the IK Foot is aligned with the knee bones own axis, with the knee and foot sticking up otherwise, and the foot not following the IK Foot bone. * removing the IK Foot bone's parent to remove the 'windmilling' effect, as shown in the Royal tutorial. [LINK] Using the method in the official Blender tutorial, the foot behaves as it's expe