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pages/documentation/framework-overview/inverse-kinematics.md
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Inverse Kinematics {#inverse-kinematics} | ||
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Inverse Kinematics (IK) system is used to calculate the positions and rotations of bones in a skeleton to achieve a desired end-effector position. | ||
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## IKSolver | ||
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The **IKSolver** class is designed to be used in conjunction with other components of the engine to animate characters and objects in a realistic manner. | ||
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Contains methods such as Solve() which performs the IK calculations. | ||
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The **IKSolver** searches for **IKSolverComponent** components within the same node and it's children and processes each one every frame. The IKSolverComponent serves as a base class for components that specify the bone chains to be solved. | ||
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## IKArmSolver | ||
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## IKChainSolver | ||
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## IKHeadSolver | ||
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## IKIdentitySolver | ||
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## IKLegSolver | ||
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## IKLimbSolver | ||
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## IKRotateTo | ||
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## IKSpineSolver | ||
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## IKStickTargets | ||
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To be continued... Please contribute to documentation at [rbfx-docs](https://github.com/rbfx/rbfx-docs). |