I K Chain

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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
Updated Oct 12, 2026