procedural-animation-ik

Apply procedural Foot IK, Hand IK, and Look At in Unity.

Updated Feb 25, 2026
One-click install
npx skills add https://github.com/Criezzz/Gametopia2026 --skill procedural-animation-ik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: procedural-animation-ik
Source: https://github.com/Criezzz/Gametopia2026/tree/main/.agent/skills/procedural-animation-ik
Command: npx skills add https://github.com/Criezzz/Gametopia2026 --skill procedural-animation-ik

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Procedural IK suite enables real-time inverse kinematics for character motion, reducing manual animation work on uneven terrain, weapon handling, and head tracking.

Core Features & Use Cases

  • Foot IK for ground adaptation in uneven terrain.
  • Hand IK for weapon holding and object interaction.
  • Look At for head tracking and gaze direction.
  • Procedural Lean and runtime motion adaptation for dynamic poses.

Quick Start

Configure a character with Foot IK, Look At, and Hand IK targets and enable IK in OnAnimatorIK to drive responsive motion.

Frequently Asked Questions about procedural-animation-ik

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up procedural Foot IK in Unity for uneven terrain?

Yes, you can drive Hand IK for weapon holding in Unity by assigning IK targets and adjusting weights at runtime through the Animation Rigging package to maintain accurate hand placement on dynamic objects.

Do I need the Animation Rigging package to use Look At head tracking in Unity?

Yes, you need Unity's Animation Rigging package and the Animator system to configure Look At targets for procedural head tracking and gaze direction during real-time character motion.

What's the best way to apply procedural IK for dynamic character motion?

The best way to apply procedural IK for dynamic character motion is using script templates to manage IK targets and weights, enabling Foot IK, Hand IK, and Look At directly in OnAnimatorIK.

Why does my character's foot alignment not adapt to the ground in Unity IK?

Foot alignment fails to adapt when IK weights are not properly managed in OnAnimatorIK or script templates lack the correct runtime target assignments for Unity's Animator system.