IKControl Joint Constraint [Beta]

I give up until someone releases a tutorial, I have no clue how this works. :happy1:

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u give up on constraints or on what? i posted leg constraints above in this thread u can mimic that for hands, last time i tried poles were working too with constraints

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You half way saved me, I took a little bit of your earlier code and got it to function similarly to the way it used to. It still bugs out from time to time however:

I also don’t know how to keep the BallSocketConstraints twist limit in the middle, It keeps bouncing around and looks funky. I really liked the Pole property from before. Thanks though!

There’s still no solution for this game-breaking issue:

If this new feature gets enabled by default without a fix, players in our game will be stuck getting spawn-killed by zombies because they can’t shoot, and we will have to make an emergency patch, disabling another feature in the process. I wouldn’t count on this being enabled by default soon.

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Is there something more to enable this than to set the Workspace property IKControlConstraintSupport to Enabled? I tried following the tutorial and my hinge constraint is splitting apart as I move the arm.

Did you find any (elegant) solution to this? I’m in the same situation. I want to be able to hold a potion bottle with the limbs positioned automatically but I get the weird noodle effect you described, so I need to make an animation that overrides the animation’s limbs :/

are poles no longer working for you? last timed i tried they were working perfectly

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This is what happens when I use Poles, This didn’t happen at all before the update.

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poles seem to work perfectly for me

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The poles in my viewmodel seem to only work when the Target part isn’t moving around from an Animation.

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maybe weight or priority, not sure

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@donutmotion, can we get confirmation that you are aware of the issues caused by the latest update? None of these issues were happening prior to this release.
RobloxStudioBeta_p9zRSduERk

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Hi @donutmotion , it seems like this change has been enabled in live games on mobile without any warning or way for us to opt out. PC is fine.

Players have their character pointed in the wrong direction and/or can’t aim properly at all and the issue was very difficult to diagnose since we made some IK-related changes in the latest update to our game. After reverting those changes it became obvious that joint constraints are being applied and are currently breaking our game.

If there’s an FFlag for this, please disable it, or block our game from receiving this change. Thanks.

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Was this rollout reverted? I can change IKControlConstraintSupport in Studio (using Team Create if that matters), but it doesn’t stay applied. Running print(game.Workspace.IKControlConstraintSupport) in the command line gives me the error IKControlConstraintSupport is not a valid member of Workspace "Workspace".

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How did they make the robotic arm work? there is literally no information anywhere on how to set it up, i don’t know if its a problem with my rig, if the ikcontrol doesnt work, no debugging or output

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@donutmotion would you guys consider adding some blacklist feature to IK? Like if an object is added to the blacklisted objects, it won’t allow the IK bones/parts touch the blacklisted features (e.g. blacklisted left leg so right leg wont go through it)

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Hi, thanks for the report. I’ve investigated the issue and prepared a fix. It will be live ASAP. Thanks

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Hi, I can take a look. Do you happen to have a file with repro? Thanks

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Hi, if you enable the property in your game, this will be enabled for everybody joining your experience. That way developers have full control over the behavior they players see. Let me know if that fixes your concern or if there is something we can do to fix it :slight_smile:

I’ll keep an eye on this for the release next week and see if it is resolved.

This is fine for the games I fully control. Where it falls apart is free models, which is what Nexus VR Character Model is. From limited testing with an unrelated model that uses the same code internally, the results are unshippable for games that haven’t toggled this on. All I could do is hope the next update fixes IKControlConstraintSupport not being readable by scripts and then support 2 versions going forward (which is awful; had to do this for a class library where I worked and resulted in a lot of confusion + repeated fixes).

The only way that free models could avoid this is if the enabled by default behavior goes up, which from the replies above, more work is required before that can be considered.