IK Control - ChainRoot behavioral change breaks pre-existing chains.

Previously, the ChainRoot property of the IKControl could be set to a part that is not animated with a Motor6D. For example:

If we have a situation like this. Where the motors are connected in order of
Segment4 → Segment3 → Segment2 → Segment1, where Segment1’s Part0 is Base and Part1 is the segment.


The IKControl SHOULD operate properly and bend the limb, as the Base part is an ancestor of the EndEffector and is a BasePart.

However, as of recent, the IKControl completely breaks, resulting in limbs being completely static when they shouldnt:

Correct behavior:

Expected behavior

Considering there hasn’t been any announcement or change to the API docs suggesting this shouldn’t work anymore, I expect that my IK control rigs continue to operate as they did before.

A private message is associated with this bug report

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Hi, this is caused by the same bug identified in this post Inverse Kinematics no longer functioning when used with an Animation Controller. We should have a fix out soon!

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Fantastic news! I’ll be sure to reply if I notice the fix being deployed live!

Can’t wait for the bug fix to come out!