FoundryInk Academy Academy / Animation course
Animation course

IK Targets and Reach

Posing an arm by rotating the shoulder, then the elbow, then the wrist is slow and fiddly. Inverse kinematics, or IK, flips the problem: you grab the hand, and the studio works out how the shoulder and elbow must bend to get it there. This page covers the whole toolkit: tip-dragging a chain, setting an IK target, using Max stretch to reach, and planting hands and feet so they stay glued in place.

Read time about 16 min

1The problem IK solves

Say you want a character to touch a doorknob. The forward way is to rotate the shoulder bone, then the elbow bone, then the wrist bone, adjusting each in turn until the hand lands. Change your mind about where the hand goes and you redo all three. That is forward kinematics, and it is exact but painfully slow for limbs. IK lets you skip straight to the goal: move the hand, and the joints above it sort themselves out.

Forward posing (rotating each joint down the chain) still has its place for expressive gestures. IK shines when the end of the limb needs to reach a specific spot.
Pro note
Forward posing is turning three dials to move one hand. IK is grabbing the hand and letting the arm figure itself out. Big time saver.

2A quick refresher on bone chains

IK works on a chain of connected bones: shoulder to elbow to wrist, or hip to knee to ankle. You build these with Add Bone, dragging from the start of each bone to its tip, where the selected bone becomes the parent of the next. The top bone of the chain is a root or attaches to one, and each bone below inherits from the one above. IK needs this clean parent-to-child chain to know what bends when.

The Bones list in Rig mode, with Shin R selected and its Parent set to Thigh R.
The Bones list in Rig mode, with Shin R selected and its Parent set to Thigh R.See the full screen
Check your parenting in the Bones panel. Each bone lists its Parent, and a chain reads as a tidy ladder from root down to the tip bone. A broken parent link will break the IK.
Pro note
IK rides on a proper chain. Shoulder parents elbow, elbow parents wrist. Build it clean with Add Bone and the reach follows.

3Tip-drag with Manipulate Bones

The quickest taste of IK needs no setup. Pick Manipulate Bones and drag a bone: dragging its body rotates it and the children follow, but dragging its tip runs IK toward your pointer, bending the whole chain to chase where you drag. So grab the tip of the wrist bone, pull it toward the doorknob, and the elbow and shoulder flex automatically to make the hand meet it.

Test mode with Manipulate Bones: dragging the tip of a leg bone bends the whole leg toward the pointer.
Test mode with Manipulate Bones: dragging the tip of a leg bone bends the whole leg toward the pointer.See the full screen
Tip-dragging is on-the-fly IK. It is perfect for quick posing, but it is a one-time drag, not a lasting rule. For a hand that must keep reaching a moving spot, you want a proper IK target next.
Pro note
Grab the tip and pull, and the whole arm bends to follow. Manipulate Bones tip-drag is instant IK, no setup at all.

4Set an IK target on the end bone

For lasting reach, give the chain a goal it always chases. Select the end bone of the chain (the wrist or the ankle), open the Bones panel, and set its IK target field from None to the bone that should act as the goal. Now moving that target bone bends the whole limb to follow it. Instead of posing three joints, you pose one target and the arm obeys.

The Bones panel for Shin R: its IK target field set to Foot target, with Max stretch below.
The Bones panel for Shin R: its IK target field set to Foot target, with Max stretch below.See the full screen
Foot target in the bone list: a root bone with no parent, made to be the goal the leg chases.
Foot target in the bone list: a root bone with no parent, made to be the goal the leg chases.See the full screen
A common setup is a small, separate control bone that lives out at the hand, set as the IK target. You animate the control, and the arm reaches for it every frame.
Pro note
An IK target is a goal the limb chases forever. Point the wrist bone at a target, move the target, and the whole arm reaches.

5Move the target, bend the limb

With the target set, animating the limb becomes simple: you move only the target and the elbow and shoulder solve themselves to keep the hand on it. Slide the target across the stage and watch the arm extend, fold, and swing to stay attached. This is the payoff of IK. One control drives a whole limb, and your keyframes live on the target instead of scattered across three bones.

Frame 25 of the Rig demo: with the foot target moved, the knee and hip bend to keep the foot on it.
Frame 25 of the Rig demo: with the foot target moved, the knee and hip bend to keep the foot on it.See the full screen
Because the arm solves to the target automatically, key the target's position with Auto-key on and you have animated the whole limb in one channel. Far fewer keys to manage.
Pro note
One target to rule the arm. Move it, key it, done. The elbow and shoulder are along for the ride, solving themselves every frame.

6Reach farther with Max stretch

Sometimes the target sits just out of reach and the limb comes up short. Once an IK target is set, the Max stretch field appears in the Bones panel. Set it above one hundred percent and the chain is allowed to lengthen slightly to close the gap, so a hand can stretch to grab something a hair too far away. It is a small, elastic cheat that keeps a reach from looking stiff and stubby.

With an IK target set, the Max stretch field appears; here it is set to 120 %.
With an IK target set, the Max stretch field appears; here it is set to 120 %.See the full screen
Keep Max stretch modest. A little stretch reads as effort and life; a lot of stretch turns an arm into spaghetti. Nudge it just past one hundred percent until the reach lands.
Pro note
Max stretch lets a limb strain that last inch to reach. Above one hundred percent is your stretchy allowance. A little goes a long way.

7Plant feet and hands with the target

IK is not only for reaching, it is also for staying put. Set an IK target for each foot and, while the character's body moves, keep that foot's target pinned to the ground. The leg then bends and straightens automatically to keep the foot planted, so it does not slide like it is on ice. The same trick pins a hand to a table or a grabbed rope while the rest of the body shifts around it.

Frame 43: one foot stays planted on its target while the other leg lifts.
Frame 43: one foot stays planted on its target while the other leg lifts.See the full screen
Foot slide is the number one giveaway of a rushed walk. Planting each foot's IK target on the ground for its full contact keeps the step convincing.
Pro note
Pin the foot's target to the floor and it stops skating. The leg does the bending, the foot stays put. That is a real step.

8Keep elbows and knees bending the right way

IK sometimes solves a chain into a backward elbow or a knee that folds the wrong way. Guard against it with Limit rotation on the joint bone: tick it, then set a Min angle and Max angle so the elbow can only bend within a human range. Now no matter where the target goes, the joint stays anatomically sane. It is a one-time setup that saves you from chasing flips forever.

Limit rotation ticked on Forearm R, with Min angle -10 and Max angle 140 so the elbow bends one way.
Limit rotation ticked on Forearm R, with Min angle -10 and Max angle 140 so the elbow bends one way.See the full screen
Set the limits loosely at first, just enough to stop the reverse bend, then tighten only if a pose still breaks. Over-tight limits can stop a limb reaching where you actually need it.
Pro note
Elbow bending backward? Turn on Limit rotation and give it a Min and Max angle. Now the joint only folds the way a real one does.

9Pose the target and key it

To animate with IK, you pose the target rather than the limb. Use the Pose tool to drag the target bone on the stage, and with Auto-key on it keys at the playhead automatically. Step forward, move the target to its next position, and it keys again. Because the limb solves to the target, you are effectively animating a hand path directly, which is a very natural way to think about a reach or a punch.

The Pose tool: Drag a bone on the stage. It keys at the playhead while Auto-key is on.
The Pose tool: Drag a bone on the stage. It keys at the playhead while Auto-key is on.See the full screen
The Tool Options bar note for Pose says it plainly: drag a bone on the stage and it keys at the playhead while Auto-key is on. Confirm Auto-key is lit before you start or your poses will not stick.
Pro note
Pose the target, not the arm. Auto-key catches it at the playhead. You are drawing the hand's path and the limb just keeps up.

10When to reach for IK, and when not to

IK is the right tool when the end of a limb has a job: touching, holding, planting, or landing on a mark. It is the wrong tool for loose, floppy motion like a waving arm or dangling hair, where forward posing or bone dynamics feels more alive. A good rig often mixes both: IK on the legs so feet plant, forward posing on an expressive gesturing arm. Pick per limb, not per character.

You can leave IK targets set and simply choose not to move them, or pose forward on a chain that has no target. It is normal for one character to use both approaches at once.
Pro note
IK for limbs with a destination, forward posing for the floppy stuff. Legs plant with IK, a waving arm swings free. Use both.

11Troubleshoot flips and pops

If a limb suddenly snaps or flips mid-move, IK has found a second valid solution and jumped to it. The cures are the ones you already have: Limit rotation to forbid the bad bend, a slight pre-bend in the rest pose so the joint knows which way to fold, and keeping the target from crossing straight through the root. A chain that starts already slightly bent almost never flips.

Shin R with an IK target and Limit rotation ticked, Min angle -120, so the knee cannot flip.
Shin R with an IK target and Limit rotation ticked, Min angle -120, so the knee cannot flip.See the full screen
Never build a limb dead straight in the rest pose. Give the elbow and knee a tiny natural bend so IK always knows the intended direction. This single habit prevents most flips.
Pro note
A flip means the arm found a sneaky second answer. A little bend in the rest pose tells it which way to go, and Limit rotation locks it.

12What good reach looks like

Good IK is invisible. The hand lands exactly where it should, the feet grip the floor without sliding, and the elbows bend like elbows, not like broken sticks. There is a touch of stretch when the character truly strains for something, and everything settles without a pop or a flip. When a reach reads as effort and a step reads as weight, the IK is doing its quiet job.

Test your reach by playing it back at speed. Slow scrubbing hides foot slide and pops; full-speed playback is where a bad plant or a flip jumps out.
Pro note
You should never notice the IK, only the reach. Hand lands, feet grip, elbows behave. If it looks effortless, you nailed it.

13Build the habits that make IK easy

Three habits make IK painless forever. Build clean chains with correct parenting so the solver has a proper ladder to work down. Pre-bend every joint slightly in the rest pose so it never flips. And set Limit rotation on elbows and knees the moment you rig them, not after they misbehave. Do these three things up front and IK feels easy instead of a fight.

Bake these into your rigging routine. A rig set up with pre-bent, angle-limited joints animates smoothly from the very first pose, with no firefighting later.
Pro note
Clean chains, pre-bent joints, rotation limits from the start. Do those three and IK behaves every single time.

Make a limb reach

Chain, target, stretch, plant. Links into the app. Saved on this device.

→
→
→
→
→
→

IK questions

Pick Manipulate Bones and drag the tip of the end bone. Dragging a bone's tip runs IK toward your pointer, bending the whole chain to follow. Dragging its body just rotates it. It is instant IK for quick posing.

Select the end bone of the chain, open the Bones panel, and change its IK target from None to the bone you want as the goal. Now moving that target bends the whole limb to keep reaching it, every frame.

Yes. With an IK target set, a Max stretch field appears. Set it above one hundred percent and the chain may lengthen slightly to close the gap. Keep it modest so the limb strains rather than turning to spaghetti.

Give each foot an IK target and keep that target pinned to the ground while the body moves over it. The leg bends automatically to keep the foot planted, which kills the ice-skating slide that ruins a walk.

Turn on Limit rotation for the joint bone and set a Min angle and Max angle so it can only fold in a natural range. Also give the joint a slight pre-bend in the rest pose so IK always knows which way to fold.

Use forward posing for loose, expressive motion like a waving arm or a floppy gesture, where you want to rotate each joint by feel. Use IK when the end of the limb must hit a mark: touching, holding, planting, or landing.

IK found a second valid solution and jumped to it. Prevent it by pre-bending the joint in the rest pose, setting Limit rotation, and keeping the target from crossing through the root of the chain. A pre-bent joint rarely flips.

Your limbs reach on command

You traded three fiddly joint rotations for one honest target, planted feet that grip the floor, and taught elbows to bend the right way. IK is one of those tools that saves you hours on every shot. Next, add springy secondary motion, so hair, tails, and cloth lag and settle all on their own.