Talos docs

AnimIk

Since 0.6
Plain text

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
namestringyesWhat a script or the engine calls this chain when it sets a target. Unique within one animator: two chains with one name would make every call ambiguous.
chainunknown[]yesRoot, middle and end bone, in that order. They must be a parent → child → grandchild path of the rig; anything else has no two-bone solve. Whether the bones exist is the critic's animator-invalid, because only the asset knows.
poleVec3noWhich way the chain bends, as a direction in the rig's own frame — so [0, 0, 1] is 'knee forward' whichever way the character is facing. Exactly one of pole and poleBone is written, or neither, and then the bend the clip already has is kept.
poleBonestringnoA bone whose position pulls the middle joint towards it — the pole target an animator would put in front of a knee. It may not be one of the three bones it steers.
weightnumberyesHow much of the solved pose is blended in, 0..1. At 0 the pose is left exactly as the clips produced it. Ramping it over a few ticks is how a foot is planted or released without a pop; nothing ramps it for you.
targetVec3noA fixed world-space point for the end bone, for a chain that is always pulled to one place. Usually absent: a foot's target is a raycast result and changes every tick.
restBendnumbernoDegrees, 0..180: the bend this chain's middle joint is held at when the rig rests straighter than that. A limb at full extension in its rest pose can be raised and never lowered, so no downhill foot ever plants — the failure the critic's animator-rest-pose-straight reports. Leaving this out bends such a chain to the canonical humanoid's own 40°, which is the convenience that lets an imported rig plant feet without being re-authored; 0 turns it off, for an arm or for a rig whose straight rest is deliberate. A chain already bent past the threshold is never touched, whatever this says.

See also