> 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

Last updated AC v1.5.3

## Overview

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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fra3P019FSztzu5nwbGWN%2Fimage.png?alt=media&#x26;token=0279adfa-2cdc-4f3c-a7ac-967352c28204" 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

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

### Aim IK Right

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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FV2FaOxM9dkcvLCmN00MY%2Fimage.png?alt=media&#x26;token=395c1067-593a-4270-ae80-94ff64c73144" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F8skFyL0gEsyi2Tj0DL2f%2Fimage.png?alt=media&#x26;token=b978d48b-f209-4ba6-aef8-10de053dfc71" 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

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

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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FeXyqkXfTy1FMDgKxwt5k%2Fimage.png?alt=media&#x26;token=9d2fedf1-95d2-4b4f-b434-77efdd9e9cc3" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fj9Va2UZCLUxTKvzQFY3Y%2Fimage.png?alt=media&#x26;token=728eb8f8-21ed-42aa-8722-b7dfe31c18f1" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FNPzNPtbTtuNtyE8AzBxb%2FUnity_M7u5j6tfTt.gif?alt=media&#x26;token=eb8cc81a-3e17-47ce-bc7a-c3d54d9a85e9" 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>

***

## Overriding the Aim IK per character rig

The two **Aim IK** profiles above are authored against **one** skeleton. A character whose bones are oriented or nested differently — Synty, Mixamo, a custom rig — will be twisted by them.

The fix lives on the character, not on the weapon: assign a **Weapon IK Profiles** asset to the **Weapon Manager**'s **Advanced** tab. It is a list of `Weapon ID → Aim IK Profile (Left / Right)` entries, and it **overrides** the profiles stored on every weapon that character equips.

```
Weapon prefab            Character
  Aim IK Right  ----+      Weapon Manager > Advanced > IK Profiles
  Aim IK Left   ----+        [Sword] -> Aim IK Right / Left   <-- wins
                    |
                    +- used when the rig asset has no entry for this Weapon ID
```

Create one asset per rig (`Assets ▸ Create ▸ Malbers Animations ▸ Weapons ▸ Weapon IK Profiles`) and share it between every character using that skeleton.

{% hint style="info" %}
**The weapon is never modified.** The resolved profile is held by the Manager for the duration of the equip, so the same weapon prefab can be used at the same time by characters with completely different rigs. A Weapon ID with no entry in the asset simply falls back to the profile on the weapon.

This replaces the old `Custom IK Weapons Left` / `Custom IK Weapons Right` lists that used to live on the Weapon Manager.
{% endhint %}

The **Character Scale** field, next to the asset, scales the IK values for characters noticeably bigger or smaller than the rig the profiles were authored on.
