> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/main-components/weapon-manager/mweapon-ik-properties.md).

# MWeapon \[IK] Properties

## Overview

All weapons inherit from the MWeapon class and share the following IK properties.

<figure><img src="/files/3PP9azUbnWL2o4ZPbal9" alt="" width="469"><figcaption></figcaption></figure>

## Parameters

### Right hand

When enabled the weapon will be used in the Righ Hand, when is disabled the weapon will be used in the left hand

### Aim IK Left&#x20;

Aim IK profile to be used when the weapon is left-handed.

### Aim IK Right&#x20;

Aim IK profile to be used when the weapon is right-handed.

{% hint style="info" %}
The IK Profiles are enabled using the IK Aim Animation curve
{% endhint %}

### IK Aim Animation Curve

Shooteable weapons require an Animation Curve called '**IKAim'** on their animation clips. This will set the weight of the IK Aim profile to correct the pose of the Human body to aim properly

<figure><img src="/files/7lPFpG0nEmVFXVmC2gJW" alt="" width="563"><figcaption></figcaption></figure>

That IKAim is then read from the Animator Controller to set the IK Weight for Aiming the weapon

<figure><img src="/files/Wb9t0zOeBsZSyc6XBQB5" alt="" width="455"><figcaption><p>The parameter is mark as disabled since its value is being set from the Animation Curve</p></figcaption></figure>

### Two Hand IK

The weapon requires both hands to be held.

### IK Hand Left&#x20;

Reference for the IK Goal for the auxiliary hand if the Hand is 2-Handed and the Main Hand of the weapon is the right-hand

### IK Hand Right&#x20;

Reference for the IK Goal for the auxiliary hand if the Hand is 2-handed and the Main Hand of the weapon is the left-hand

{% hint style="info" %}
The Auxiliary IK Hand is enabled using the IKFreeHand Animation curve
{% endhint %}

### IK Free Hand Animation Curve

Some weapons like 2handed axe require for the weapon to be held with both hands

<figure><img src="/files/i5MdfrgVftbptpHOp2OG" alt="" width="563"><figcaption></figcaption></figure>

Make sure all your weapon animations have the curve IKFreeHand properly set as an animation curve

<figure><img src="/files/pWpg1ieEzuWkGaUUhW0h" alt=""><figcaption></figcaption></figure>

This will set the proper weight to activate the IK for the Auxiliary Hand.

Some animations will require a more refined curve like an attack when the auxiliary hand needs to be released for a moment:

<figure><img src="/files/Mml5b7ZB7QgvbTa9RIap" alt="" width="485"><figcaption><p>In this attack the auxuliary hand is released for a moment and then it grabs the weapon again</p></figcaption></figure>
