# MWeapon \[IK] Properties

## 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&#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="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&#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="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>





