Rigging & animation · Intermediate
Inverse kinematics
Posing a limb by moving its end, like dragging a hand into place
Also called IK
What is inverse kinematics?
Inverse kinematics, or IK, is a rigging method where you move the end of a chain, such as a hand or foot, and the software rotates the joints above it to follow. It makes poses like planting feet on the ground or reaching for a cup fast and natural.
Think of it like this
Guide someone’s hand to a door handle and their elbow and shoulder work out how to bend on their own.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Rig: Adding a skeleton and controls so the model can move.
How inverse kinematics works
- 01A chain of bones is set up, such as shoulder, elbow and wrist.
- 02An IK target is placed at the end of the chain.
- 03You move the target, and a solver calculates the joint rotations.
- 04A pole target sets which way the middle joint, like the knee, points.
Inverse kinematics vs forward kinematics
| Property | Inverse kinematics | Forward kinematics |
|---|---|---|
| You move | The end of the chain | Each joint, from the top down |
| Best for | Feet on floors, hands on objects | Swinging arms and follow-through |
| Posing speed | Fast | Slower, with more control |
Use IK when a hand or foot must stay in place; use FK for loose, swinging motion. Most rigs let you switch.
Where inverse kinematics is used
- Keeping feet planted during walk cycles
- Hands gripping props, rails and steering wheels
- Robot arms and mechanical rigs
Beginner tip
If a knee or elbow flips the wrong way, add or move the pole target. It tells the solver which direction the joint should bend.
Terms related to inverse kinematics
- Rigging & animationForward kinematicsPosing a limb one joint at a time, from the shoulder down
- Rigging & animationBoneOne rigid piece of a 3D skeleton that moves the mesh around it
- Rigging & animationSkeletonThe full set of linked bones that decides how a 3D model can bend
- Rigging & animationControl rigThe handles animators grab to pose a character without touching bones
- Rigging & animationRiggingGiving a model a skeleton and controls so it can be posed
- Rigging & animationConstraintA rule that makes one object follow, copy or limit another
Inverse kinematics FAQ
Updated October 29, 2026 · Browse all 3D terms