Hey, there I made a basic IKHandler module for the basics of the official released Inverse Kinematics controller instances.
List of IKControl property's
StartChain = By specifying a ChainRoot and an EndEffector, you instruct the IKControl that it’s allowed to move and rotate all parts between the two to move the EndEffector to the Target
Enabled = This property allows you to toggle the IK control on and off
EndEffector = The EndEffector describes the last part in the chain of your character that you want to affect
EndEffectorOffset = The offset is an additional CFrame applied on top of the Target’s CFrame that produces the final CFrame used to place the EndEffector
Offset = The offset for the IK
Pole = The Pole is an optional Instance that gives you control over how intermediate parts in your character should bend
Priority = When multiple controls are active on a character, the order in which they are solved by the underlying system affects the final generated pose
Target = The Target represents a point (CFrame) in the world that you want your EndEffector to reach
Types =
- Enum.IKControlType.Transform → it’s a full 6-DoF constraint. Aligns the EndEffector CFrame to that of the Target.
- Enum.IKControlType.Position → aligns the EndEffector position to that of the Target.
- Enum.IKControlType.Rotation → aligns the EndEffector rotation to that of the Target.
- Enum.IKControlType.LookAt → moves and orients the whole chain to make an axis (by default the forward axis) on the EndEffector point at a position in the world specified by Target.
Weight = You can control how much a given control affects the character pose by using this property (0 - 1)