Bondage Hamster

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?
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Bondage Hamster
  • Bài viết: 5

Nate

Spineboy's torso is using 1-bone IK, which points a bone at a target bone. The 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 aim-torso-transform 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).
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Nate

Nate
  • Bài viết: 9847

Bondage Hamster

oh, that's what I didn't want to hear...

thx for the answer, Nate.
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Bondage Hamster
  • Bài viết: 5


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