Inverse Kinematics (IK) Animation
Rigs where placing a hand or foot automatically positions the whole limb, used for planted feet, grabbing and walking.
- Price
- From $39.00 per render
- Free trial
- One look-development frame of your product, no card, no commitment.
What to send us
The rigged character, the environment or props it interacts with, reference video, and actions where hands or feet must stay planted.
What you get back
Animation using IK for contact moments such as walking, climbing, pushing and grabbing, with feet and hands locked where they touch surfaces.
What to check before you sign off
Check contacts frame by frame. Feet sliding on the ground or hands drifting from props are the most noticeable IK problems.
Part of 3D Character Rigging. How the work runs and what it costs across the family are set out in the 3D visualization & rendering guide.
Rates and common questions for this work are on the 3D Visualization & Rendering page.
How we approach this work
Articles from the journal, written by the people who do this work. More on this subject →
A Practical Guide to Rigging for Animation
Building the control structure — joints, deformers and controls — that lets an animator pose a model efficiently.
3D Design & Development3D Animation Fundamentals: The Decisions That Matter
Moving objects and characters over time with timing, spacing and weight that reads as intentional.
3D Design & DevelopmentReal-Time 3D on the Web: The Decisions That Matter
Learn the decisions behind real-time 3D on the web: WebGL vs WebGPU, glTF compression, download budgets, loading, mobile testing and configurator design.
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Related services
Try it free: one look-development frame of your product.
No card and no commitment. If the standard is not what you need, you have lost nothing.