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OSIK

An asset by Okay_Salmon
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Okay_Salmon
OSIK

This Plugin will quickly add the OSIK node to your node library so you don't have to add it manually from GitHubOSIK is a 3D Inverse Kinematics node (Okay Salmon Inverse Kinematics)Inverse Kinematics, or IK, is a method used in 3D animation and game development to move character limbs naturally.Instead of rotating each joint manually (like the shoulder, elbow, and wrist), IK lets you move the end point — for example, the hand — and the rest of the joints automatically rotate to follow in a realistic way.This makes tasks like walking, grabbing, aiming, or looking at objects much easier and smoother.1.0.7.0 - Now Supports roll constraints - Loads of stabilization adjustments1.0.5.0 Update Notes:- Now Supports Target Node Rotation Copy to Bone After Target bone (Keep hands or feet to a desired Rotation)- Now Supports Polling / forced bend direction- Now Supports Chaining, OSIK will work of the results of other OSIK nodes- Scaling issue if Fixed, so you can have the whole thing to any scale you want

Supported Engine Version
4.5
Version String
1.0.7.0
License Version
MIT
Support Level
community
Modified Date
9 days ago
Git URL
Issue URL

README OSIKicon

OSIK – Okay Salmon Inverse Kinematics

OSIK (Okay Salmon Inverse Kinematics) is a custom Godot 4.5+ node designed to make inverse kinematics simple, lightweight, and fun to use. This tool is completely free to use, modify, and include in your own projects.

🧩 Installation

Copy the entire OSIK folder into your Godot 4.5 (or later) project.

When adding a new node, you’ll see OSIK in the node list, select it just like any other node.

⚙️ Setup & Usage

The OSIK Node must be a child of the Skeleton3D node you wish to modify.

The Target can be any node in your scene, it doesn’t have to be a child of the skeleton or OSIK node.

If you make changes to the OSIK script, set the Active property to Off before editing to prevent errors.

🧠 Notes

This is a work-in-progress tool, so feel free to experiment, expand, and improve upon it.

💬 Credits & License

No credit is required, just don’t re-upload the entire repo or claim it as your own work.

You’re welcome to modify, fork, or include OSIK in your own projects.

The software is provided “as-is” with no warranty and the author holds no responsibility for any damages or issues arising from its use.

By downloading or using the Software, you agree to the terms outlined in the included End User License Agreement (EULA).

OSIK = Okay Salmon Inverse Kinematics Enjoy, explore, and have fun!

Made with love by Okay Salmon

This Plugin will quickly add the OSIK node to your node library so you don't have to add it manually from GitHub

OSIK is a 3D Inverse Kinematics node (Okay Salmon Inverse Kinematics)

Inverse Kinematics, or IK, is a method used in 3D animation and game development to move character limbs naturally.
Instead of rotating each joint manually (like the shoulder, elbow, and wrist), IK lets you move the end point — for example, the hand — and the rest of the joints automatically rotate to follow in a realistic way.

This makes tasks like walking, grabbing, aiming, or looking at objects much easier and smoother.

1.0.7.0
- Now Supports roll constraints
- Loads of stabilization adjustments


1.0.5.0 Update Notes:
- Now Supports Target Node Rotation Copy to Bone After Target bone (Keep hands or feet to a desired Rotation)
- Now Supports Polling / forced bend direction
- Now Supports Chaining, OSIK will work of the results of other OSIK nodes
- Scaling issue if Fixed, so you can have the whole thing to any scale you want

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Quick Information

0 ratings
OSIK icon image
Okay_Salmon
OSIK

This Plugin will quickly add the OSIK node to your node library so you don't have to add it manually from GitHubOSIK is a 3D Inverse Kinematics node (Okay Salmon Inverse Kinematics)Inverse Kinematics, or IK, is a method used in 3D animation and game development to move character limbs naturally.Instead of rotating each joint manually (like the shoulder, elbow, and wrist), IK lets you move the end point — for example, the hand — and the rest of the joints automatically rotate to follow in a realistic way.This makes tasks like walking, grabbing, aiming, or looking at objects much easier and smoother.1.0.7.0 - Now Supports roll constraints - Loads of stabilization adjustments1.0.5.0 Update Notes:- Now Supports Target Node Rotation Copy to Bone After Target bone (Keep hands or feet to a desired Rotation)- Now Supports Polling / forced bend direction- Now Supports Chaining, OSIK will work of the results of other OSIK nodes- Scaling issue if Fixed, so you can have the whole thing to any scale you want

Supported Engine Version
4.5
Version String
1.0.7.0
License Version
MIT
Support Level
community
Modified Date
9 days ago
Git URL
Issue URL

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