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Question What is the correct armature hierarchy for Inverse Kinematics?

Discussion in 'Animation' started by Cooo_oooper, Feb 2, 2024.

  1. Cooo_oooper

    Cooo_oooper

    Joined:
    Apr 20, 2023
    Posts:
    33
    Hello all,
    I have run into the following problem when trying to implement IK for my quadruped with Animation Rigging:
    My goal is to now set the rotation and height of the body in relation to the feet.
    When moving the entire Transform "Crab" the Two Bone IK Constraint adjusts correctly and the feet keep the target positions. However when I move the Transform "Body", which is a bone, the entire Armature moves and the IK Constraints aren't working as expected anymore.
    See this video for demonstration:

    Now I think possibly has to do that each leg bone (with its own children) is a child of the body bone so I wanted to ask if there is a problem with the hierarchy of my bones. I would prefer to only move the "body" bone for height offset and rotation.

    Moving and Rotating the Transform of the Armature, so "CrabMech" also comes with its own issues as that is also rotating the Rig Component under which the IK constraints & targets are. No tutorial ever goes over how a armature needs to be set up for it to work...
     
    Last edited: Feb 2, 2024