IKControls are not acting the same as they used to and are jumping around and causing glitches when interacting with character animations. Other animations are also not behaving properly when it’s enabled. I first noticed these oddities on the 6th of November so it must’ve been an update around that time.
I’m using an IKControl in LookAt mode (chainroot uppertorso) connected with an attachment that I manipulate to make the player’s character face the camera’s direction. See the clip for more details and a look at its properties.
When I enable the jetpack, I set the IKControl’s weight to 0 to make it have no effect and yet for some reason, it interferes and starts glitching when I play an animation that affects the uppertorso and arms (in this case, the gun shooting animation). It doesn’t happen when I completely disable the IKControl though, leading me to believe that its the cause.
See here:
Another effect I’ve noticed is that it’s changing the holding gun animation and rotating it slightly. This is behaving differently than how it was when I started using them on the 30th. Compare how the clip above holds the gun to how it was in the following clip recorded on 30th October.
Expected behavior
Here’s how it used to handle the gun idle/holding animation (with the same properties, both chainroot is uppertorso):
You can see that its holding it straight forward instead of being rotated to the side when I’m looking forward. I haven’t changed/updated any animations. If you pause on a frame of one of the glitches/jumps from the first video, you can see it facing forward like it used to. This started happening at the same time so I believe its relevant.
I’ve tried it and it seems to happen both in-game and on studio.