I'm trying to lear Inverse Kinematics animation, I'm searching for a good tutorial to learn, but I didn't find one for starters! Can you explain me basics of IK unity system! I found on ScriptingAPI page this example: Code (CSharp): using UnityEngine; using System; using System.Collections; [RequireComponent(typeof(Animator))] public class IKControl : MonoBehaviour { protected Animator animator; public bool ikActive = false; public Transform rightHandObj = null; public Transform lookObj = null; void Start () { animator = GetComponent<Animator>(); } //a callback for calculating IK void OnAnimatorIK() { if(animator) { //if the IK is active, set the position and rotation directly to the goal. if(ikActive) { // Set the look __target position__, if one has been assigned if(lookObj != null) { animator.SetLookAtWeight(1); animator.SetLookAtPosition(lookObj.position); } // Set the right hand target position and rotation, if one has been assigned if(rightHandObj != null) { animator.SetIKPositionWeight(AvatarIKGoal.RightHand,1); animator.SetIKRotationWeight(AvatarIKGoal.RightHand,1); animator.SetIKPosition(AvatarIKGoal.RightHand,rightHandObj.position); animator.SetIKRotation(AvatarIKGoal.RightHand,rightHandObj.rotation); } } //if the IK is not active, set the position and rotation of the hand and head back to the original position else { animator.SetIKPositionWeight(AvatarIKGoal.RightHand,0); animator.SetIKRotationWeight(AvatarIKGoal.RightHand,0); animator.SetLookAtWeight(0); } } } } It worked for ThirdPersonCharacter from Standard Assets but I don't know how to extend it to more complex skeleton because AvatarIKGoal has only 4 proprieties and SetLookAtWeight for head position! But The character has thumbs, palms, shoulders, etc. And I don't know how to animate them!