What you’re thinking of is a Pole, it’s the part of Inverse Kinematics that acts like an offset and tells the IK how to bend. You need to set the pole via code.
Here’s a basic premise, note these are from a table so in your case just set the ikControls[1] to you’re ikControl location.
ikControls[1].Pole = -- Part here
For a better view here’s a instance for the IKControl
local ik = Instance.new("IKControl")
ik.Parent = character:FindFirstChildOfClass("Humanoid")
-- or "AnimationController" if your character has that
ik.Type = Enum.IKControlType.Position
ik.EndEffector = character:FindFirstChild("LeftHand", true)
ik.ChainRoot = character:FindFirstChild("LeftUpperArm", true)
ik.Target = workspace.target -- an Attachment or BasePart you created
ik.Pole = nil -- optional part to indicate the bend of the elbow