Repro rate: 100%
When default Animate script or any default Animate animation ID is replaced, the official IKControl instance causes continuous jitter on and is worse when the IKControl has constraints setup on it. This happens even when the replacement Animate script is completely empty and when there are no Animator instances or animation tracks playing. The jitter stops only when the engine-default Animate/animation IDs are restored
This behavior is reproducible with zero animation code: no Animate logic
The jitter disappears immediately when the default Roblox Animate script and default animation IDs are restored. The issue is consistent every time.
Workarounds Tried:
Using default Animate > Works fine
Using default Animate but with custom animation > Jitter
Using empty Animate script > Jitter
Removing Animate entirely and deleting animationtracks if any > Jitter
This demonstrates that the IKControls initialization depends on the default Animate behavior or some internal setup that fails when the script is overridden. This makes IKControl incompatible with any custom character animation setups, which is likely unintended engine behavior.
Short video showcasing how the jitter happens when replacing the animation ID.
The moment you place back the default animation ID the jitter stops. I have confirmed and this has nothing to do with the custom animation Iām using.
Expected behavior
IKControl should initialize and function correctly regardless of whether the default Animate script is present or whether the default Animate animation IDs have been replaced. Replacing the Animate script with an empty script or swapping the Animate asset IDs should not cause persistent IK jitter
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