Connect IK Chains + IK

Issue #1404 resolved
Maneki created an issue

It seems that the issue still persists. I don’t know why I couldn’t replicate it a few weeks ago but all I’ve to do is loading in G8.1F for example with easy import (not changing anything), then connect IK chains, change to custom shapes and add simple IK. Afterwards press the play button on the timeline and the limbs start moving on their own:

Comments (9)

  1. Alessandro Padovani

    blender 3.4.1, diffeomorphic 1.7.0.1423

    Following your described steps I can’t reproduce the issue here, everything seems to work fine. Though personally I’d also use “optimize pose for ik“ to gain some stability.

    note. Despite the name, connect ik chains is mostly useful to pose fk chains with auto-ik, for example with the daz rig. It is not needed for ik rigs and it is also troublesome with daz poses since it changes the rest pose. I mean it makes little sense to connect ik chains if you use the simple rig.

  2. Thomas Larsson repo owner

    I’m also unable to reproduce this issue, If you enable the first bone layer you should be able to see all bones at once. Perhaps that could give us a hint what is going on. The hands have a copy rotation constraint targeting the ik hands, it looks like those constraints don’t work correctly.

  3. Maneki reporter

    @Thomas Larsson @Alessandro Padovani I found the culprit, it happens exclusively with Auto Morph Armature + Connect IK Chains

  4. Alessandro Padovani

    Auto morph changes the rest pose frame by frame to follow the daz ercs. It’s good for the daz rig but I don’t think it’s compatible with ik rigs, or at least personally I wouldn’t dare to use it with ik rigs. Also connect ik chains makes little sense with auto morph because ercs work fine only if the original daz bones are not changed.

    But I may be wrong better to wait for Thomas.

  5. Maneki reporter

    @Alessandro Padovani It is somewhat compatible with the simple IK rig. Simple IK is just nowhere close to rigify for example. I already tested it and it works, just not with connect IK chains. But like you mentioned I’m not even sure if connect IK chains is necessary with simple IK. I’d still call it a bug though.

  6. Alessandro Padovani

    @Thomas Larson please let us know what you think.

    If there’s nothing to add we understand auto-morph is not compatible with ik rigs and close as invalid.

  7. Thomas Larsson repo owner

    In order to reproduce the problem, I also had to import a morph that changes the rest pose; I imported FBMHeight which made the feet behave strangely. That is fixed now. The rest pose of the IK goals is now also updated. However, this does not work so well for the FBMHeight morph, because it also comes with an ordinary translation of the hip bone. But that’s the way it is.

  8. Maneki reporter

    Thank you Thomas! Yes, the height morph makes problems but a work around for height scaling is just scaling the bones I guess.

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