Inverse Kinematics Control Instance for animation is now in Beta!

I had this same problem. The issue seemed to be that an animator instance was missing underneath the humanoid.

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for some reason, this doesn’t work with r6 (despite the claim that it supports r6) but works fine with r15.

i really want to test this out on some of my projects but they use r6 (sob)

A bit confused about what it means that it’s in beta.

It works perfectly fine for me in studio, but doesn’t work at all in actual game. Is it because it’s in beta?

pretty much. when you have to enable a beta feature in studio, it means it isn’t released though is accessible through studio.

eventually, they’ll release it and make it usable in actual games

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this is just incredibly awesome
definitely something i would use when i figure out how to

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Common roblox developer tool update W

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Did it work for you with R6 Rigs? if yes can you show us how did you set everything up?

Classic Baseplate - Roblox Studio (gyazo.com) I don’t think it’s working properly… LOL

I don’t think this is intended either. Classic Baseplate - Roblox Studio (gyazo.com)

Just to clear one thing… Does this target IK for skinned meshes? Because now I can get back on Roblox Development. This lacking is why I left Roblox for a good year.

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Will this ever be implemented as default character behavior for all games? (perhaps with a ‘IK Animations’ toggle for developers)

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Roblox studio mod manager my beloved

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Hmm… For some reason my custom rig built off mesh parts just wont solve…
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I’ve followed the guide to the T, applying all things to the rig, even testing it as a character. But for some reason it just doesnt want to play ball… Nothing is anchored apart from the HRP. It works if I use it with R15 on a normal character so what am I doing wrong…? Even the head wont turn.

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help, it won’t animate properly
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The chain is foot, end is upperleg.
(I have a script that changes the direction of my uppertorso based off of where I’m looking.)

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@sg3cko Would you be able to share how the walking demonstration video was made in your initial announcement, where the feet plant flat along the floor yet have a fluent walking animation? When I try to replicate the same results it seems to have quite a high number of bugs, or it will mess with the animation to make it have an awkward feeling, or sometimes (most of the time) both.

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swap the chain and end which i think should fix it

Will the default Roblox animations be replaced with IK versions in the future? I would love it if I could have IK animations in all games rather than just games that integrate it. It would make player animations much more realistic and immersive.

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Very cool. I’m very impressed with roblox. I hope more great things come out. :slight_smile:

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At the moment, IKControls are meant as “low-level” constraints and any behavior such as smoothing should be built on top of it using the Weight property. However there have been a few requests to add this option so we are considering it.

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Definitely, we are working on making IKControls work with any motor6D setup as you mentioned and will be complete before we exit beta.
Custom poles with attachments will be released in about a week.

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