Kinematic switching so effortless, you can actually animate.

The Kinematic Tool offers a massive improvement to the animation workflow around inverse kinematic/forward kinematic (IK/FK) switching:

  • Revolutionary automatic FK to IK snapping.
  • The first and last keyframes of IK ranges remain in IK, so they actually represent the first and last moments a limb makes contact with another object.
  • IK ends have freely movable pivots, (especially useful for accurate footwork)
  • The visibility of inactive kinematic chains can be toggled to provide a clean clutter-free workspace.
  • Calculates motion paths on the deformation bones effortlessly (no need to dig down and reveal the deformation bones to setup motion paths)
Automatic FK to IK snapping. The snapping delay is set to 0.01 seconds here.
Notice, also, I’m on on the last keyframe of an IK range. This frame actually represents the last moment of IK.
Freely movable pivot point.
Like cool breeze on a hot summer day.
Makes animating footwork much easier.
How did we even do it in the past?

The animation features can be accessed by rigging a 3-bone chain with the Kinematic Tool’s speedy rigging features:

  • Assembles a complete IK/FK system on a 3-bone limb
  • Determines IK pole angle and FK axis hinging
  • Utilizes bone collections & bone custom properties (not bone names), so you can rename your bones freely
  • Offers batch renaming for any limb assembled with the tool
  • Provides simple operators for parenting to and from an assembled limb
  • Limb augments – allows you to include bones in your limb assembly that, when posed, will also cause the FK chain to automatically snap to the IK chain (when at the ends of IK ranges)
  • The FK chain of assembled limbs also come with a Follow Rotation ON/OFF
  • Provides a way to disassemble a limb, removing the IK/FK features, drivers, bone collection, and bone custom properties, and dismantles it back to its original 3-bone chain
  • Offers a free-standing Follow Rotation rigging feature for single bones (for toes, for instance)
Fast 3-bone rigging assembly.
Batch rename an assembled limb.
You can also rename individual bones without affecting the system, because an assembled limb works off of bone collections & custom bone properties, not bone names.
Update limb position.
If you make a change to your model, you can update the position of the entire limb without dismantling and re-assembling. Life is good.
Need to dismantle? Might as well snap your fingers.

The Kinematic Tool comes with four pre-rigged character models: a single-leg Uniped, a two-legged Biped, and two character models: Prototypers M & F

From left to right: Prototypers M & F; Uniped; Biped…
Rigged and ready to animate! Comes with the Kinematic Tool.
For a total vertex count, double the amount of vertices shown, because a mirror modifier is used.

Want to read about all the features?

(Such as FK to IK batch alignment; the built-in follow-rotation operator; automatic system keyframe interpolation; deformation bone motion path calculator; automatic motion path updating; and standalone follow-rotation rigging…)

—> Check out the User Manual

The User Manual is also included in the Kinematic Tool .zip file

VERSIONING

The current release is Kinematic Tool v2.0.5 beta (released December 1, 2025), available for Blender versions 4.0 to 5.0. The Kinematic Tool has been developed and refined since 2022.

Latest release video:

UPDATES

Want the history of the Kinematic Tool?

—> Check out the Update Log

The Kinematic Tool currently does not support linking (when designing it, I had hardly used the linking system – some pose mode operators currently dip into edit mode). Fixing this is the highest priority for the next release. If you don’t currently use linking in your workflow, you’re all set. If you rely on linking, wait until the next version release (likely v2.1).

Also: the character models appear to be working fine in Blender 5.0, but I have not yet heavily tested them in Blender 5.0 with Kinematic Tool v2.0.5. Testing and confirming these models’ functionality in Blender 4.4, 4.5, & 5.0 is part of the Kinematic Tool v2.0.5 beta testing.

…and you want to continue the journey? I’d love to have you!

—> Watch this video for instructions on getting a 100% off discount code.

LICENSING

The Kinematic Tool and the pre-rigged models that come with purchase are licensed for any commercial use (such as for games or animation) except resale and merchandising. Please purchase a single copy per studio seat.

FK to IK auto-snapping on Prototyper F (included with the Kinematic Tool).
Notice I’m NOT snapping FK to IK manually!
FK to IK auto-snapping with Prototyper M (included with the Kinematic Tool).
The snapping delay speed is set to ~0.25 seconds here. Default is now at 0.01 seconds.
Welcome to hyperspeed.
Freely movable pivot point.
Do you see now? We’ve entered a new world of control.
Sliding, floating feet are so a thing of the past.
This is the Biped model included with the Kinematic Tool.
A fun little jump like this is so much easier to produce with the Kinematic Tool.
Demonstrating the Chain Visibility toggle.
No need to deal with all the extra noise in the viewport from inactive kinematic chains.
In other words: you are always aware of which kinematic chain to select and work with.
Calculates motion paths down to the deformation bone, rather than just the selected kinematic chain (which would normally produce limited paths).
The pivoting system at play.
Location (translation) of the IK chain is controlled by the lower Location bone. Rotation of the IK chain is controlled by the triangular Pivot bone. In order to change the point of pivot, the Pivot bone moves relative to the foot end bone, so relies on the Location bone to handle translation.
I like a clean, clutter-free rig. Lots of bones and widgets is not a virtue!
Get there!
Simple Uniped jump.
Man, feels good to have control over those IK/FK switches!
Simple Uniped spin.
I’ve been practicing simple, clean animations lately.
Another simple Uniped jump.
Notice the change of bones on the leg. When in the air: FK. When on the ground: IK.
You get the point!
A very basic demonstration of IK ranges. IK while in contact with the ground. FK while in the air.
The last moment the foot is in contact with the ground is actually IK and the final keyframe of an IK range.
Notice how much cleaner the timeline is when you don’t have to mash FK/IK keyframes next to each other to end an IK range.

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