Advanced Features
IK Targets, Poles, Bend Direction, and Hand–Foot Placement
Use PSD-generated limb IK, understand two-bone chains, and correct target positions and bending.
After this article
Position hands and feet with IK and recognize reversed bends, overstretching, and target jumps.
Read a two-bone IK chain
| Element | Tutorial example | Role |
|---|---|---|
| Root bone | Upper arm or thigh | Start of the chain |
| End bone | Forearm or lower leg | Second segment, whose tip points toward the target |
| Target | Control point near the wrist or ankle | Where the chain tip should reach |
| Pole | Reference point outside the elbow or knee | Helps determine joint bend direction |
- 1
Select an automatic IK
Expand Constraints and select an arm or leg PSD IK. The inspector shows root and end bones; identify the target and pole through the canvas helpers.
Expected resultThe canvas helpers correspond to the selected limb.
Confirm the bone chain in the inspector, then identify target and pole controls on the canvas. - 2
Check bend direction
Use the bend+ / bend− control in the constraint list or adjust the pole. Watch whether the elbow or knee faces the correct direction.
Expected resultThe bend fits the character without flipping suddenly to the other side.
Move the target and inspect the chain
- 1
Move the target slightly
Drag the IK target in Skeleton mode and watch the two-bone solve. Save the initial state before experimenting and avoid large, disorienting drags.
Expected resultThe tip follows the target, the root stays anchored sensibly, and images continue following bones.
Drag the target on the canvas to drive the chain with IK rather than rotating both bones manually. This is a pre-drag state. - 2
Test the reachable range
Move the target gradually closer and farther away, watching the chain near full extension and folding. Do not force it beyond the chain length.
Expected resultOverstretching is not used to hide an unreachable target.
- 3
Check other constraints and draw order
After changing a limb pose, inspect weapon following, body occlusion, and mesh weights.
Expected resultThe IK solve and the visible character both remain correct.
Use IK targets in an animation
- 1
Choose the animation frame
Enter Animation mode, pause, and move to a frame where the foot should be planted.
- 2
Adjust target and pole
Drag the target to the contact position and adjust the pole to preserve knee direction. Inspect the constraint tracks after editing.
Expected resultThe current frame records IK target/pole keys rather than only manual bone rotations.
Inspect constraint tracks for IK animation, not just bone tracks. - 3
Check for foot sliding
Play the contact phase and watch whether the foot moves when it should be fixed. Keep the target position consistent through that interval when needed.
Expected resultThe planted foot is stable and both step phase and loop seam look natural.