Can someone explain how two bone ik work?

I will really appreciate if someone can explain / redirect /provide link for how two bone ik works.Thank you

If your question is about IK (Inverse Kinematic) itself. Here is a good tutorial to start with. It explains Forward and inverse kinematic regarding robot manipulator, but it is absolutely the same stuff. Just assume each link of manipulator as a bone.

If do you want to know about rigging tool and animation in Maya an UE4 here is a good tutorial for that.

Thanks for the help, but that is not what I asked, I want to know how two bone IK node within UE4 works and how to implement it.

Found it

Some more examples or step-by-step tutorials might help. I’ve read the docs you posted but there’s still a lot of unanswered questions. Does the target joint represent the pole vector or the top of the chain? How can you define your bend axis? If I’m using ik to say lock my characters hand onto a handle, how do I snap position and rotation? Etc.

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Some more examples or step-by-step tutorials might help. I’ve read the docs you posted but there’s still a lot of unanswered questions. Does the target joint represent the pole vector or the top of the chain? How can you define your bend axis? If I’m using ik to say lock my characters hand onto a handle, how do I snap position and rotation? Etc.

Here is some additional information that goes into specifics on how that and other skeletal components can be used and work

Skeletal Controls

Why are there no C++ examples? Blueprint, Blueprint wherever you look!
Dear fellows at Epic, please respect C++ programmers and document any functionality in blueprint AND C++.
Thank you