Inverse Kinematics Control Instance for animation is now in Beta!

This is handy for making doors more immersive!

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Hi, thank you for your feedback. We’ve recently released an update that should fix the issue you were having with your own rig with motors, please check if it now works for you.

When you say “no bones in the chain”, do you mean having EndEffector same as ChainRoot or EndEffector the direct child of ChainRoot in the rig?

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Glad you fixed it. We’ve released an update that makes the place you provide work properly.

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I unfortunately cannot give an exact date by when we’ll release this, but we’re working on getting this out ASAP.

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Could you provide privately a .rbxl so I can have a look at what’s going on?

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We’ve released an update that fixed issues with custom rigs. Please try again and let me know if it works. You should make sure that the IKControl is under your Humanoid or AnimationController and that there is an Animator present.

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This is a great point. We’re still working on tuning performance and making the ik solver run in parallel. The goal is to make it as lightweight as possible to enable 100s of IKControl enabled at the same time. We have a way to control the number of iterations behind the scenes based on animation Lod, we’re still discussing if we should expose it. On one hand that gives developers more control, but it makes it also more daunting to use.
You’re correct, it’s iterative and we’re using different solvers based on the setup, currently FABRIK and CCD.

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Thank you for the feedback! In case you have more details on what didn’t work as well as you were expecting please share them so I can improve them, thanks.

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Please try again and lmk if it works, we’ve recently released an update that fixed issues with custom rig setups.

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Yes, we’ll release a demo place with all the use cases above + additional ones before exiting beta.

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Yes, this is because IKControls are currently in beta and beta features are not allowed in games. We’re planning to release soon, so it will soon be available :slight_smile:

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That’s great to hear!
partially also got the idea from Blender and if I recall Unreal Engine has it too?

You can basically configure how many quality steps the IK solver uses to achieve it’s goal.
Lower steps for better performance at the cost of accuracy
and higher steps for better quality and higher accuracy at the cost of performance and speed.

I found it pretty useful settings as I often set it to a value that results in good-looking knee/elbow bends and doesn’t use more steps than I need to keep a perfect balance between performance and quality.

Some rigs (often simple ones) usually don’t require a lot of steps depending on how you use them.
I found that legs for instance, would sometimes glitch when bend too far or trying to reach a difficult goal but fixed those problems by limiting the goal’s distance for example to keep it fast and minimize the glitching.

I could sometimes get away with using a very small and minimal amount of steps as long as I didn’t move the goal too far out of reach or in an awkward position which made things a ton faster and more performant and allowed me to have more active IK instances. :slight_smile:

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We’ve released an update that re-enables pole, please try again and let me know if it works. Thanks

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We’re still ironing out some issues with R6, having a single part makes finding a solution impossible in many cases so we’re testing what provides the best-looking result.

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This should now be fixed with the latest update, please try again and lmk if it works

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Thank you for the report, we’re aware of performance drops and working actively on fixing them.
We’ve re-introduced the pole and that should be available now.

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I don’t have an exact timeframe for release but we’re hoping by the end of next month, once all issues reported are addressed.
Thank you for the FPS drop report, it is indeed an issue with traversing the DM instances on your character to support any rig configuration and we’re working on fixing it.

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Arm still bends inwards. Think I’m missing the pole property though as it doesn’t show up in the properties panel.

image
image

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Pole is currently hidden in the UI to keep the GUI simple but is available in scripting. From your screenshot, I believe the arms are completely extended and that’s why you’re not seeing Pole have an effect. could you try moving the steering wheel backward and see if moving the pole changes the elbow?

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Okay yeah, that’s better, thanks!

I did notice that the arms pop into place though when you move the part across the fully extended/not fully extended point. It might be because of the attachments’ locations or something but unsure as to whether it’s intentional or not.

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