IKControls instantly snap to irrelevant poses when enabled

In one of my projects I plan to use IKControls for various actions such as aiming weapons and pushing/pulling objects by their handles. I am having trouble getting the IKControl influence to fade in consistently due to them remembering their pose while disabled and instantly snapping back to it when enabled again. I don’t think this is intended behavior because the snapping completely disregards the SmoothTime property.

In this clip I demonstrate that quickly enabling and disabling IKControls for the head and arms during a dive animation causes them to take a sort of “snapshot” of the pose. When I re-enable the IKControls later, they instantly snap back to that pose, despite the dive animation having long since ended.

I also created a simple repro of this issue. This is just a rig playing one of the default dance animations, and a script is synchronized with the animation to update an IKControl on each loop. First, the IKControl is disabled, then it is re-enabled and its target is set to the orange block, then its target is set to the blue block. Notice that every time the IKControl is re-enabled, a snap occurs where the head looks at the blue block (as it was before the IKControl was disabled) even though the target is set to the orange block.

IKControlBugRepro.rbxl (90.2 KB)

Expected behavior

I would expect that any time an IKControl is enabled, smoothing will begin from the rig’s current pose, not a snapshot of the pose from when it was last enabled.

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Thanks for your bug report and the detailed repro steps. We’re currently looking into this.

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We have a fix for this. Will let you know as soon as the fix is fully deployed. Thanks for your patience.

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Awesome! Thank you so much for the quick response :slight_smile:

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The fix for this bug has been fully rolled out. Please let us know if you are still seeing the issue.

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It does appear to be fixed! Thank you again for working on this!

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No problem, thank you for the report!

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