I K Chain
Description
Create or remove an inverse kinematics chain at runtime, without a Blockbench null object. The chain runs from the root
bone down to the tip bone. The tip bone controls the chain, so aim it with IKTarget and
configure it with IK. Without a target the chain follows its animation.
Targets the model of the targeted entity. The chain is saved with the model. Bones that already belong to another chain,
including jig bones, cannot be used.
Attributes
| Attribute | Aliases | Description | Type | Default |
|---|---|---|---|---|
| modelid | m, mid, model | Targeted model | String | |
| root | r | The first bone of the chain | String | |
| tip | t | The last bone of the chain. It must be inside root |
String | |
| pole | Optional bone that the middle of the chain bends toward. It cannot be inside root |
String | ||
| remove | rm | Remove the chain that ends at tip instead of creating one |
Boolean | false |
Examples
Turn a leg into an IK chain and make the foot reach for the target:
Skills:
- ikchain{root=leg_upper;tip=foot} @self ~onSpawn
- iktarget{p=foot} @target ~onTimer:20
Remove it again:
Skills:
- ikchain{tip=foot;remove=true} @self