Apologies for the delay in addressing this, we’ve identified the issue and a fix should be released soon.
Thanks for trying this out . I’m not sure what’s going on here but we’ll look into it and get back to you soon
Apologies for the delay in addressing this, we’ve identified the issue and a fix should be released soon.
Thanks for trying this out . I’m not sure what’s going on here but we’ll look into it and get back to you soon
@robloxified_pikmin @TheNexusAvenger @azvitor23 @solchip25
The issue where the workspace property would not save in Team Create should now be fixed
I can confirm it is fixed! I have been able to finally roll out the IKControl
with constraints to 2 small games. As long as you get the constraints right, it works really well from my experience.
I can confirm it is since yesterday or so
Hey there! There seems to a bug where if you enable IK and try to move or rotate a dummy, the dummy vanishes.
Is this bug the same issue as what you’re referring to? I believe a fix for that is being worked on and should be ready soon.
Thanks again for the report, we’ve identified the issue and will have a fix released soon.
I’m pleased to announce that we are planning to enable IKControl Constraint support by default starting next week. So any place that has not explicitly set IKControlConstraintSupport to Disabled will have Constraint support enabled. If you do run into any issues please post them here and we will try to work out a solution.
I’ve encountered a weird issue with IKControlConstraintSupport when it’s set to enabled, my character which is a R15 blocky character has no constraints but only attachments and motor6D welds, when i enable the setting the IK starts behaving differently even if there’s no HingeConstraints or BallSockets inside the limbs the IK is controlling
I can send video footage through DMs
Please make a video or very straightforward guide on how to setup these join constraints for custom rigs that use bones and are not R15. Every attempt I have made ends up with bad results.
This is now enabled by default as of a few minutes ago
I’ll put together a test place and some instructions on setting up a Bone based rig. Making it easier to use with Bones is something we’re looking to improve in the future.
This issue should be fixed now, let me know if you see anything else like it
Thank you! This was the last thing preventing me from adopting IKControl.
There is one last funny detail with that repro file that I just wanted to mention. Probably preventable with some constraint finagling, but it’s still unusual since the IK assembly should be eased to the final position, instead it does this in difficult to solve scenarios. If I set the pole to the middle joint then this happens a lot more, when I would expect it to choose a “close enough” state.
Should I make a feature request regarding this and the use cases so that this can get higher priority? Right now for R15 constraints I’m using a very forked version of the RagdollRigging CoreScript to generate realistic ragdolls.
I’m trying to recreate an arm using IKControl and have ran into an issue. Whenever the arm is completely straight it doesn’t follow the TargetPart
properly. I have a HingeConstraint
that limits the elbow from bending improperly and when it’s removed, it seems to work fine minus the elbow bending weirdly. I’ve attached a video for clarity:
Not sure if anyone else has had this issue or if it’s caused from my setup. Here’s a place file to look at my setup:
IKControlBug.rbxl (60.5 KB)
Hey guys, do you know if it’s possible to implement these kinds of constraints on a skinned mesh like my wolf model?
We’d like to create foot planting. Thank you.
last time i checked it was possible as it supports both bones and motor6ds
Did you ever get around to creating that test place? I’m having a hard time figuring out where my attachments need to be and whatnot, and how to position them with a custom character and bones.
at least the gun points in the right direction, but how to fix it so the amongi doesnt go upside down
My character’s arm shakes violently when I add a HingeConstraint to its rig attachments, but only when I’m not moving.
Am I doing something wrong?