> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/motion-warping-for-unity/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/motion-warping-for-unity/fundametals/motion-warping-ik.md).

# Motion Warping IK

**Motion Warping** has an **IK Locking feature**. It is used to prevent feet/hands from sliding during actions, which can be useful if the warped animation exceeds the range of the original motion.

It is very easy to add and use this feature, make sure to add this component first:

<figure><img src="/files/6hEz72C1yAaCFJjB1qyk" alt="" width="405"><figcaption><p>Motion Warping Ik component.</p></figcaption></figure>

**Component Weight** defines the global weight for IK. You can disable it by setting the value to zero.

The IK Component includes 4 Lock States: for each hand and foot. Let's break down the properties:

* **Control Curve Name**: the name of the float parameter in your Animator Controller, which will control the IK weight for this bone.
* **Bone Reference**: the tip bone, usually it's a hand or a foot.
* **Interp Speed**: smoothing for IK blending in/out.

Make sure to add these new parameters to your **Animator Controller**:

<figure><img src="/files/AMW09GCW7POgdohL2SoJ" alt="" width="317"><figcaption><p>You can choose different names.</p></figcaption></figure>

Then, make sure to assign the proper parameter names in the **Motion Warping Ik** component.

Now you need to add curves to your animations, to enable and disable IK. Let's take this vaulting animation as an example:

<figure><img src="/files/xH9FMAhHXvII7y0w9hC3" alt="" width="427"><figcaption><p>This animation only locks the left hand.</p></figcaption></figure>

In this case, we want to lock the left foot when it touches the surface of the obstacle. Let's take a closer look at the curve:

<figure><img src="/files/zlyPVoLpWtQ71XGP5ec4" alt="" width="548"><figcaption><p>Use a CONSTANT interpolation.</p></figcaption></figure>

Make sure the curve value changes instantly, you can do this by **right-clicking** on the key and selecting the constant option:

<figure><img src="/files/u0FOgjSxQUtGogaQSWeG" alt="" width="296"><figcaption></figcaption></figure>

And that's pretty much it! As you can see, the process is quite straightforward, and you can leverage this feature to improve the quality of your animations.


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