# Get bone/socket transforms in AnimBP to avoid skeleton leaf (ik) nodes.

**URL:** <https://forums.unrealengine.com/t/get-bone-socket-transforms-in-animbp-to-avoid-skeleton-leaf-ik-nodes/91366>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine\
**Created:** [May 4, 2017, 5:47pm UTC](https://forums.unrealengine.com/t/get-bone-socket-transforms-in-animbp-to-avoid-skeleton-leaf-ik-nodes/91366 "2017-05-04T17:47:51Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![BoredEngineer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoredEngineer](https://forums.unrealengine.com/u/BoredEngineer)\
**Post date:** [May 9, 2017, 7:28pm UTC](https://forums.unrealengine.com/t/get-bone-socket-transforms-in-animbp-to-avoid-skeleton-leaf-ik-nodes/91366/6 "2017-05-09T19:28:15Z")

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When I needed similar functionality to “find spot in between two specific bones”, I could solve it using CopyBone nodes:  
 ![99ee98e4a458fe66357a64f49cb9933c0dc12f6f.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

But I think there is still need in a generic GetBoneTransform for other use-cases.

If you are really in trouble with this now, perhaps adding custom node is an option:

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