Hi,
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.
Repro:
- Create a new project and make 2 bones (parent+child).
- Create an IK constraint for these bones and make sure the mix is 100
- Create another identical IK constraint (below the first one in the UI)
- Set the mix of the second IK constraint to 0 and notice the incorrect result.
Cheers,
Grant Johnson