Intense inverse kinematics jittering

Hello developers,

I have been experiencing intense jittering while using the inverse kinematics controller instance.
This jittering only happens to the base parts that are affected by the inverse kinematics.

I haven’t found any solutions on how to solve this issue.
If it’s an engine bug, let me know so I can change the topic.

I have seen other games use inverse kinematics like I did without jittering, and I really need to know how they did that.

I might go on and make my own inverse kinematics system since the one that Roblox made is really buggy.

not really sure, since i havent really used inverse kinematics that much, but maybe its how you’re moving the connected baseparts? maybe you should use RunService:BindToRenderStep with a higher priority than the camera? i’ve dealt with similar jittering in cases like those, i might be wrong tho

i guess an example would be:

RunService:BindToRenderStep('IKMovement', Enum.RenderPriority.Camera.Value+1, function()
    -- inverse kinematics here?? maybe?
end)

kinda just guessing how your code works internally

I tried this a long time ago, and it doesn’t fix my issue.

This is probably unfixable, so I decided to make my own inverse kinematics system.
However, if you are experiencing the same issue, you can just reverse the inverse kinematics.

instead of making the arm follow the hand, make the arm follow the shoulder

Are both the grey parts non collidable? I think this might be a collision issue.

Both parts are not collidable.


I solved the issue by rigging the arm to the hand instead of the shoulder and making the arm follow the shoulder.

Roblox’s physics can’t catch up to animated parts, so you’ve got to find a part that isn’t being updated by an animation and just set the target to that part.

It is kind of Roblox’s fault for making this; the physics should catch up with animations.

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