Final Transition for IKControlConstraintSupport

[Update] May 13th, 2025

Hey Creators,

As part of rolling out the improved IKControl system, we’ll be removing the IKControlConstraintSupport Workspace property (originally announced here) in about 2 weeks, on Tuesday, May 13th.

For the vast majority of experiences, this change will have absolutely no impact. The only experiences that might be affected are those that have this property set to Disabled. Removing this property means the ability to opt out of the new IK Control and Joint Constraint behavior will no longer be available.

We highly recommend that you check your game settings to see if you have this property set to Disabled. If you currently rely on disabling this property, we strongly encourage you to test your experience with this property set to Default/Enabled and adapt it in time for this upcoming change. You should be able to achieve similar behavior by enabling or disabling the relevant constraints directly.

If you anticipate any issues with this approach and feel you absolutely need the ability to opt out entirely, please let us know in the comments below. We want to ensure all creators can continue to achieve their creative goals!

Thanks and happy building!

Roblox Physics Team :atom_symbol:

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I actually haven’t heard of this yet, but this sounds promising. Read the thread you listed and this is pretty awesome.

Thanks physics team :atom_symbol:

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As a (not so great) Developer, id say, IK constraints are great already, specially that saves hours of our time to make one ourselfes, but it has one single problem in my opinion, it does not have support for R6 Characters, and is specially kinda sad because alot of games today usually use R6, and personally, i think adding support to it would significantly increase the usage and popularity of this instance, and also spare a lot of coding time.

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YES! i love IKs! :slight_smile:
finally, I’ll be using this for my projects to come.

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Yes! Adding R6 support to this should be done as (whether you guys at ROBLOX like it or not) millions of people still use R6. It’d be far more useful if it has R6 support. I think you should add it sometime down the line.

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This is false. IK Controllers work on all rigs, even custom ones (such as my dinosaurs from my game)
I believe you may have not been doing it right?

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If you modify the rig and give it an invisible joint at the end of the arm then ik controls will work if you set the invisible hand part as the end with the arm as the start

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They do work on R6

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I think alot of people don’t know you can set endeffector, target and chainroot as attachments, not just parts :V

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Hey @m0bsterlobster, speaking of IKControls, could you provide an estimate of when we should expect a fix for the bug effecting the IK Solver? IK controls seem to lag pretty significantly behind their target position and seem to be wildly dependent on physics and FPS.

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HI, if i have an ik constraint from lower torso to right hand, the lower hand bends to unrealistic angle

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Hi, this is because IKControls don’t know what direction you want them to bend in :V Use the IKControl.Pole property and set it to an Attachment to control how it bends, might also wanna look at the transform behaviour or wtv

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Looks interesting! I’m sure this will be helpful for many developers.

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Hey Aiden,

Thanks for following up on this. We are aware of the bug and it’s been filed into our backlog, ready to be worked on based on relative prioritization. Unfortunately, I don’t have an ETA of when to expect a fix. If I hear anything more specific, I will let you know.

Best,
M0bsterLobster

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I saw that you can use this with a R6 rig. I tested it out but doesn’t work, someone can show me how it works on R6? please.

Hey mobster, thanks for the update.
Good to know this is being looked into, a project I’m working on relies heavily on the accuracy of IK controls, hopefully we can see a fix issued relatively soon.

Excited to see these amazing updates to rigs! This makes rigs much more fun to work with.