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Question by LeetRooster · Apr 20, 2020 at 05:39 AM · animationanimationclipinverse kinematic

Is it possible to use Ik Limb Solvers to Animate (but save the animations on the original transform)

The only way I could animate with the IK limb solvers was to actually add the IK solver target's transform as one of the animation properties.

But then when the animation played, it just moved the IK solver transform around, which caused the rest of transform and its limbs to animate.

Though, what I really want is to have the animation drive the object itself, but let me just use the IK limb solvers in the editor to assist me in the process of setting of the key frames.

You might think "What's the difference? The animation is the same.". But I feel that I can do more with the animations programatically, if they are based on the original transforms. I have some next step plans here for reusing animations.

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Answer by tonytopper · Sep 08, 2021 at 11:00 PM

You kind of answered your own question if you break it down.

You can animate using a combination of the IK targets position and rotation and the individual bones positions and rotations.

To make it easier, you can use the record feature to pull in the properties from the bones as you move the IK targets around in the editor.

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