Rigging & animation · Intermediate

Forward kinematics

Posing a limb one joint at a time, from the shoulder down

Also called FK

What is forward kinematics?

Forward kinematics, or FK, is posing a chain of bones one joint at a time, from the top down. You rotate the shoulder, then the elbow, then the wrist, and each bone carries everything below it. It gives full control over arcs and is how bones move by default.

Think of it like this

Like moving your own arm on purpose: turn the shoulder first, then bend the elbow, then tilt the wrist, one joint after another.

Where it fits in a 3D project

  1. Create
  2. Surface
  3. Rig
  4. Animate
  5. Render
  6. Export

Rig: Adding a skeleton and controls so the model can move.

Rotate each jointForward kinematics: the hand follows the arm
With FK you rotate each joint in turn, from the shoulder down.

How forward kinematics works

  1. 01Bones are linked in a parent and child chain, such as shoulder to hand.
  2. 02You rotate the top bone, and the whole chain swings with it.
  3. 03You rotate each lower bone in turn to refine the pose.
  4. 04Keyframes store each rotation, and the software fills in the motion between.

Forward kinematics vs inverse kinematics

PropertyForward kinematicsInverse kinematics
You moveEach joint, from the top downThe end of the chain
Best forSwinging arms, tails, follow-throughFeet on floors, hands on objects
Planted contactsHard, the end driftsEasy, the end stays put

Use FK for free, swinging motion and IK when a hand or foot must stay locked to something.

Where forward kinematics is used

  • Arm swings in walks, runs and throws
  • Tails, tentacles and spines that flow in arcs
  • Quick rough poses while blocking out a shot

Beginner tip

Animate arms in FK for gestures and throws, and switch to IK only when the hand must touch something. Arcs come out smoother, with less fighting the solver.

Forward kinematics FAQ

What does FK stand for?
Forward kinematics. Forward means motion flows down the chain, from parent to child, so turning a shoulder carries the elbow and hand with it.
Should I use FK or IK?
Use FK when a limb moves freely, like an arm swinging in a walk or a punch. Use IK when the end must stay fixed, like feet on the ground. Many rigs have an FK and IK switch so you can change mid-shot.
Is FK easier than IK?
FK is easier to understand, because each bone does exactly what you rotate it to do. It is slower for contact poses, since you adjust several joints to put a hand in the right place.

Updated October 29, 2026 · Browse all 3D terms