The Hand IK system is a procedural control framework designed to align character hands dynamically with objects. By utilizing anchor points (IK Balls), the system ensures hands precisely reach and interact with surfaces, providing a tactile feel for physical interactions like carrying, pushing, or grabbing.
Dynamic Object Interaction: Hands automatically track to designated positions on an object. For example, placing anchor points on the sides of a box allows the character to "push" or "carry" (only in animation wise, you still need to detach box, but the animation is procedural) it procedurally, reacting naturally as the object moves or is dropped.
Versatile Gesture Support: Includes pre-configured hand states such as handle grips, flat pushes, and more. This makes the system ideal for diverse interactions, from opening doors to stabilizing large items.
Dual Skeleton Compatibility: Includes out-of-the-box support for both First-Person and Third-Person SK_Manny skeletons.
Universal Skeleton Integration: Easily adaptable to any custom character. By using the "Assign Skeleton" feature, you can migrate the logic to your own rig in seconds.
Modular Component Design: Integration is as simple as adding a single Actor Component to your character and linking a node in your Animation Blueprint's pose output.
Customizable Presets & Logic: Expand the system by adding new hand gestures via Enums or adjusting relative hand offsets within the AnimBP to match your specific character proportions.
Runtime Activation: Control the system dynamically. Use the built-in "Activate Balls" function to toggle IK behavior during gameplay—perfect for triggers, such as when a customer picks up a retail box.
Future Plans (will change the price):
Hand animations
Different kinds of IK anims:
like handling railings
Touching walls
This product included in Advanced SuperMarket / Retail / GameStore Simulator System