I'm creating a rig that uses multiple IK constraints on the same parent+child bones with different targets, and uses mixing to have only one of the constraints active at a time. So there is arm IK for holding a spear and also arm IK for holding a bow etc. The bug is that if I mix out the IK constraint that will be applied last (mix=0) and mix in the one prior (mix=100), the result is completely wrong. If I set the last IK constraint to slightly above 0 (mix=0.01) it will calculate the IK correctly. Any mix value up to 100 works as you would expect, it's just a mix value of 0 that breaks it.
1. Create a new project and make 2 bones (parent+child).
2. Create an IK constraint for these bones and make sure the mix is 100
3. Create another identical IK constraint (below the first one in the UI)
4. Set the mix of the second IK constraint to 0 and notice the incorrect result.
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This looks like the same bug we have here: Constraints update bones even at 0% mix · #549 · EsotericSoftware/spine-editor
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Ah yep sorry, that is the same, thanks
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