Inverse Kinematics Control Instance for animation is now in Beta!

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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My original bug report has been fixed :tada:, although I am running into another issue causing IK to become unusable with my custom rig. Currently, moving the Target behaves as expected, but moving the character itself, in my case, the HumanoidRootPart, doesn’t update the start of the IK properly.

Here’s a place file: ik character issue.rbxl (43.0 KB)

Edit: This issue has been fixed!

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It works! However, is there a way to keep the arms from twisting?

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@sg3cko Are the arms’ elbows supposed to do this?


They doing some crazy acrobatics, bending bac

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I was constraining the hands to a center-left-edge and center-right-edge (left/right hand respectively) and when turning the steering wheel (it moves based on a Motor6D) the hands sometimes bugged out and would freak out for like a split second; I’ve since deleted my test files so I don’t have the original circumstances under which this was documented, but I’ll see if I can achieve similar this upcoming weekend.

As for why they bugged out, I feel I know the answer somewhat:

  • It was likely caused by either
    • Extreme rotations on the joints that exceed what the solver will reasonably resolve
    • (Or) Distance from steering wheel was not enough for the arms to stretch out enough for ideal (as far as the calculations are concerned) clearance.

I’m betting on the latter, but like I said, I’ll have to do my own tests this weekend.

Cheers.

Since the update it seems to have fixed it and works fine. thanks!

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Is R6 disabled currently? It doesn’t even affect it at all.

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Hey thanks for the update, and what I meant was there were no Bone instances as in Skinned mesh bones in the chain, just Motor6D as shown in the Explorer. I would also like to use this message to enquire when we could expect to see support for Bone/Motor6D Hybrid Rigs in reference to my initial problem?

I noticed this API change has gone live, however changing the property does not produce the expected result (or any result at all really, nothing changes no matter what value is put into the property)
Unsure if this is caused by it simply not being implemented or some other more obscure issue, I’m willing to provide repro and any other useful information should this be an issue that is isolated to myself :sweat_smile:
Another feature that would be nice to have is a sort of in-between with the Type property that only allows pivoting around an axis rather than full freedom over orientation. I have a vertical handle that I would like the hand to grasp, however neither Position (the hand often isn’t aligned correctly) nor Transform (the wrist bends unnaturally and I don’t want it to be locked to one angle) satisfy my needs.
Thanks!

Really great feature although, I wanna know how to publish the animations. How can I do such stuff?

This is going to make look-at-cursor scripts so much more easy!

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Is there any approximate timeframe for addition of angle constraints of IK movement?

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Any plans on supporting attachments as EndEffectors? My use case is that I’m trying to line up the hands of the player’s (R6) character to the sides of a steering wheel. I would like to set the EndEffector to RightGripAttachment and the Target to the equivalent attachment on the steering wheel, yet I am forced to create a separate part for the player’s hands.

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Is it possible to have the IK update out of runtime (in studio) to help with visualising what it would look like?

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Somebody pls help me out with this

I had a similar issue to this when I rigged a custom model, it seems to be an issue with IKControl or just how roblox handles rigs.

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Will the parts ever be physically simulated/ work with constraints? I am trying to make a dog walk but he is just moon walking :sob:.

Also, please allow the target to be a position Vector3. I find myself having to make attachment instances specifically for the target property.

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It doesn’t feel like the arms are bending the way they should on an r15 rig, they seriously overextend.
RobloxStudioBeta_WAUFqFLW8T
It’d be great if we could put an upper limit on how the maximum distance the IKController can extend to.
It’d also be great if we could allow the chainroot part to detach like this when the target it’s reaching for is too far since arm IKs are going to be incredibly limiting on regularly-proportioned rigs, since they have barely any arm reach distance
RobloxStudioBeta_C33jBnHhKo

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I can’t seem to get this to work at all, I set everything up as the post says to but nothing happens, setting it up through explorer or a script doesn’t seem to do anything. Don’t know if it matters but this is my script.

		IKcontrol.Enabled = true
				IKcontrol.ChainRoot = player.Character:FindFirstChild("LeftUpperArm") 
				IKcontrol.EndEffector = player.Character:FindFirstChild("LeftHand")
				IKcontrol.Type = Enum.IKControlType.Transform
				IKcontrol.Weight = .1
				IKcontrol.Target = mousePart
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The first two launches worked, but the third did not. I noticed that it doesn’t always work. Why?

IK Control.rbxl (55.1 KB)