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Question How do you tame a ChainIK ?

Discussion in 'Animation Rigging' started by laurentlavigne, Sep 11, 2022.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,327
    ChainIk is what the doctor ordered. Problem is, unlike its 2Bone sibling, it doesn't keep the initial plane of rotation and instead gives me this
    upload_2022-9-10_20-59-52.png

    So, without a pole vector, how do you tame chainIK?
     
    Ash-Blue likes this.
  2. simonbz

    simonbz

    Unity Technologies

    Joined:
    Sep 28, 2015
    Posts:
    295
    Hi!

    The ChainIK constraint implementation in Animation Rigging is based on the FABRIK constraint. It works well in runtime applications when applying to a pose that is already set in a configuration that is close to what you target (e.g. look at our sample scorpion tail that is slightly bent already so that it retains this shape in runtime).

    If you want more control on the chain IK constraint, then you can implement your own constraint in Animation Rigging. We've shared a lot of resources to help with that in the past few years:

    https://forum.unity.com/threads/compilation-of-resources-for-animation-rigging.852973/
     
  3. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,327
    I don't have the time to roll out my IK with everything else to do so is there a multi bone IK that behaves like a 2 bone ik? with pole vector to define plane