I'm trying to write a piece of custom code to turn on and off Inverse kinematics for a characters hands based on what animations they're doing. I'm using the inverse kinematics to attach/detach a characters hands from the handle of a weapon. The weapon is equipped through ORK's normal equipment management system and shown through an equipment viewer component. All of the ORK side of things works just fine. I'm writing the code because some of the animations I'm using don't work exactly right with the model I'm using and I'm using inverse kinematics to fix that.
So here is where I need some help on the ORK side of things: the weapon (and therefore the empty game objects whose transforms are the IK targets for the hands) isn't present in the scene until the start of a fight, and can potentially be switched around. So I'm trying to write a script that assigns the transform variables in my IK control script during the game when the weapon is equipped. For that, I think the best way to do it would probably be to have the "equip" event tell my ik control script that the item is equiped and what the IK targets are. But I'm not entirely sure how to do that, where to go to edit those scripts, etc.