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Animation Rigging IK offsetting with root motion
I have a simple character made in blender, I have a rig and am trying to get the IK from Animation Rigging to function how I would like it to. In blender if I set it up for IK with a pole and target, then move the pelvis, the foot stays stuck to the target, as it should. In Unity, moving the pelvis moves all the bones, and even though the target is independent of the pelvis, and stays where it should, the foot does not deform to reach it. It's as if moving the pelvis offsets something so that the IK thinks the target is somewhere else. Sorry if this is a stupid question, But I have been struggling to find a good answer anywhere. here is the problem in Unity:Video Here is an example in blender showing that my rig works just fine:Other Video
Answer by ravenclarico · Jun 21, 2021 at 10:49 PM
I'm not exactly providing an answer, but consider the following:
your IK target bone in blender appears to have no parent bone. I usually have 1 bone at the bottom of my rigs that is the parent of all the bones even the ik targets.
I normally animate solely in blender using action editor, and the animation appears the same when brought into unity
when animating remember to put keyframes at the beginning of the animation on the bones that are IK'ed, even though they don't need them in blender, unity might need them.
Thanks for the answer, but I want to try out some procedural animation, so making animations in blender just won't work.
Answer by KittenCat180 · Jun 22, 2021 at 12:52 PM
Please help, someone, I have made a second mesh, set up IK with a new rig and when I move the root bone, the Ik doesn't stick to one place. Am I the only one who can't get a foot to stick to one place?