Inverse Kinematics Control Instance for animation is now in Beta!

If smoothtime is enabled (value greater than 0), it seems there will be some sort of twitch movement when adjusting weight starting from value 0 - Please see below reference
Animation2

Attached with further reference with smoothtime disabled -
Animation1

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was noticing a separate issue on smoothtime starting from yesterday and seems the IK instance not able to reach correct position & orientation when smoothtime is enabled - would there be a chance if the IK instance being updated in backend currently? :raised_hands:

More information: issue seems not happen on mobile devices

Animation3

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Cool! Some next generation for animators who wants to do some animation on Roblox

seems the issue still persist as of today :raised_hands: without the smoothtime property, IK seems to be not fully functional - would there be any chance that it will be addressed soon?

Having this exact issue, any updates on this?

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I have made a separate bug report on forum in hope of letting Roblox team to acknowledge the issue :raised_hands:

I opened the beta features page in studio but the IK Control feature is not there, could someone help me?

The IKControls is out of beta now, so you can use it in both Studio and public experiences. To add an IKControl instance to your experience, run this command in the command bar:

Instance.new("IKControl", workspace)

From there, you can set up its chain root, end effector, and target part. (For example, set the chain root to the player’s RightUpperArm and end effector to RightHand in a script at runtime.)

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Oh ok, thanks!
Now i just need to find a way on how to make a skinned mesh’s head look at something.
This is pretty helpful, so thanks again :slightly_smiling_face:

You’re welcome. I think I tried to use IKControls on a skinned mesh once (but it looked glitchy and twisted the bones for some reason). To use IKControls with bones, just assign ChainRoot to the first bone in a series, then the EndEffector to the last one. Make sure each bone is the child of the previous one in series like this (which they will be if they’re linked in Blender):
StudioExplorerChildBones

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It seems that the IK system has issues with Streaming Enabled, where connected bodyparts of humanoid NPCs just disappear after being streamed out and back in. I couldn’t find any errors or logs explaining why.

In our case we connect the upper and lower torso via an IKControl instance to allow the NPC to look at the player, but sometimes when it streams in it’s missing its UpperTorso and everything connected to it. This doesn’t seem to cause errors and the instances aren’t destroyed.

image

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Is it normal that there is still IK effect take in place when its weight is set to 0? I’m experiencing this behaviour at the moment :raised_hands:

Im trying to use an IKControl to create a squid, but its over 3 parts in the chain. if i create 3 ikcontrol instances it collapses in on itself https://gyazo.com/1375447b6d277549f3974bfea3feddb0

Is there a solution?

Hey there,
I got the same problem as you got:


May can you tell me what you did to fix this?

Is there any update on this… Having the same problem too.
I have an IK set up like this:

HeadIK:
Target = lookTargetPart
ChainRoot = Head
EndEffector = Head

ArmIK:
Target = LookTargetPart
ChainRoot = RightUpperArm
EndEffector = RightHand

When spawning to a new game Streaming is Enabled on
Sometimes Head and the Arms disappear. Never to come back unless it’s streamed out and streamed in again.

Been struggling so bad wanted to ship this feature right now but I guess I had to sort to the old ways, setting it’s motor 6D manually.

Making the code for the videos featured in the guide free to access would be a big help in getting to grips with all of this.

From memory, several guides already have their code open to all, why not this one.

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What’s the reason for the ‘Pole’ property to not show in the properties tab?

Any updates on this? or even checked?

Pole property can only apply when it has reached the end point if you have the target farther away from where your arm can’t reach, the pole will not go in effect. Try again with the block closer and in reaching distance to see this.

Hi, question: do IKControl’s replicate to other players if applied to a player’s character? I thought they did since most stuff on a player’s char do but I realized the movement created by IKControl isn’t an animation, hence it won’t replicate.
Does anyone have a solution? One that possibly doesn’t involved firing a remote every frame?

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