hello and as title said, I have an issue with rotating IK.
my English isn't good, so I don't know how do I explain in words but I'll try.
I refered to Spinboy for Aiming IK to my project, and I found something wrong in mine and Spineboy's aiming IK.
when I rotate with Aim IK, it goes smoothly but at the reach somewhere, it goes jumped so it makes animations awkard.
here's the GIF that I extract for reference.
this issue happend in mine too.
how do make those IK to ratate fully smooth?
Bạn đang xem trang 1 / 1 trang
Bondage Hamster
Bạn không được cấp phép để xem tập tin đính kèm trong bài viết này.
1 month ago

Bondage Hamster  Bài viết: 5
Nate
Spineboy's torso is using 1bone IK, which points a bone at a target bone. The
Spineboy's
There is no solution for this because you can't follow the target at 42% mix and also get a 360 degree rotation when following the target. The only solution is to use a mix of 100% (or 0%, ie no constraint).
Mix
on the IK constraint mixes between the unconstrained rotation at 0% and the fully constrained position at 100%. When the mix is > 0% and < 100% then there are 2 rotations that meet the mix criteria, depending on if you rotate clockwise or counterclockwise. The IK constraint chooses the direction of the smaller rotation.Spineboy's
aimtorsotransform
IK constraint has a mix of 42.3%. Because the mix is not 0% or 100%, at some point when tracking a target that orbits the constrained bone, the IK constraint will change to rotating the other direction. This is the snapping you see in your GIF.There is no solution for this because you can't follow the target at 42% mix and also get a 360 degree rotation when following the target. The only solution is to use a mix of 100% (or 0%, ie no constraint).
1 month ago

Nate  Bài viết: 9847
Bondage Hamster
oh, that's what I didn't want to hear...
thx for the answer, Nate.
thx for the answer, Nate.
4 weeks ago

Bondage Hamster  Bài viết: 5
Mark topic unread
• Bạn đang xem trang 1 / 1 trang
Quay về Editor
 Thời gian được tính theo giờ UTC