# Inverse Kinematics Component

<figure><img src="/files/aousbpELMVpq2IzRns4c" alt=""><figcaption><p>The Emerald Inverse Kinematics Component. Pressing the foldout area will expand its options.</p></figcaption></figure>

## Using the Inverse Kinematics Component

The Inverse Kinematics (IK) Component gives AI the ability to look at targets with their head, body, and weapon. It also allows hand placements on two handed weapons, if desired. The IK Component is based on [Unity's Animation Rigging Package](https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.0/manual/index.html). Both Generic and Humanoid [Animation Types](https://docs.unity3d.com/Manual/FBXImporter-Rig.html) are supported.

{% hint style="success" %}
Here are the available tutorials and guides for the IK Component.
{% endhint %}

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td></td><td><p>           Applying the </p><p>          IK Component</p></td><td></td><td><a href="/files/RDihpLFUNmJmNeTWSJ98">/files/RDihpLFUNmJmNeTWSJ98</a></td><td><a href="/pages/JdSDb59aVBgvgyHIHFgX">/pages/JdSDb59aVBgvgyHIHFgX</a></td></tr><tr><td></td><td><p> Creating an Animation Rig  </p><p>   &#x26; Multi-Aim Constraint</p></td><td></td><td><a href="/files/1GY7mIyNH0seW2aN2oEX">/files/1GY7mIyNH0seW2aN2oEX</a></td><td><a href="/pages/dOzZpGzlOEOkTipzK4RQ">/pages/dOzZpGzlOEOkTipzK4RQ</a></td></tr><tr><td></td><td><p>More Info on the Animation   </p><p>        Rigging Package</p></td><td></td><td><a href="/files/erj8gbR2UDfZLlN2knXL">/files/erj8gbR2UDfZLlN2knXL</a></td><td><a href="/pages/xgsMNSuW92qn8aOdg3GI">/pages/xgsMNSuW92qn8aOdg3GI</a></td></tr></tbody></table>


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