inverse kinematics jittering on the client

Hello.

I have been using inverse kinematics for my upper body movement; however, I have discovered that the inverse kinematics bugs out on the client side. This may be due to the inverse kinematics controller being FPS-dependent on the client side, which causes jitteriness.

This has been talked about before in this post, but it was never solved.

To fix this, you can solve both the client and the server similarly; this should remove the jitteriness.

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I can confirm that this is still an issue with the engine, here’s the smallest repo I could make.
Parts that have an IK child on the root, or any object that isn’t being animated will not jitter, while Parts that are affected by animations jitter consistently.


IKJitter2.rbxl (109.0 KB)

Okay, I found the solution for it but i am too lazy to make an another paragraph so i will just copy and paste the paragraph from Aiden’s post to here

“I found a neat solution for this without the need for coding.
What I did was basically I just rigged the arm to the hand instead of the shoulder and made the arm follow the shoulder instead of the hand.


This works because the shoulder’s position does not get updated by the animation, which removes the jitterness completely.”

Even though I solved it, Roblox still has to fix this issue.

This still hasn’t been solved.
Where are the Roblox devs?

as of right now, this issue is still present.