> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/fps-animation-framework/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinemation.gitbook.io/fps-animation-framework/tutorial/animation-workflow/ik-rig.md).

# IK Rig

## What is an IK Rig?

What is an IK Rig? It’s the same skeleton you use for your character right now, but it has extra IK bones which help animators do their thing in Blender or Maya. This rig is not used in the game, its only purpose is animations:

<figure><img src="https://lh5.googleusercontent.com/SmaoBur-okZC7iXHgxCUqax9iE-yrdGiL1gTxY6fm2xpnCMkxfBqouD1_hGnyKlhvF-NDjotW1mUW2i1TyUiaAyOpyWWD-a9vL5zLzi7nXLqJwjGS3LVpiACwwYcR8zRgXhoztK20Daien0O3cZ7pxo" alt="" width="375"><figcaption><p>IK Bones</p></figcaption></figure>

This is how it looks in Blender. The IK bones are used as targets for IK constraints, and these bones are usually parented to the weapon. This is a standard animation workflow for any 3D animator.

What is the *ik\_hand\_gun* bone? This one is crucial - it contains animation movement for the weapon, and that’s why it’s great:

1. No need to pose the weapon in Unity. Just import the animation, and parent your gun to the WeaponBone - it will work out of the box.
2. The gun is not parented to the right hand anymore - now you can add bolt-action rifles and complex animations to your project easily.

Okay, but how do we create an IK Rig? You need to do it yourself or ask your animator, the process is simple:

1. Take your original skeleton
2. Add the IK bones to it
