AutoIK doesn't start correctly (requires double running) #60498

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opened 2019-01-14 10:32:41 +01:00 by ¿? · 3 comments

Win7 64
GTX 770

Blender 2.80 Beta
Date 2018-01/12 11:10
Hash 2826c2be54
Branch blender2.7

Moving a bone with AutoIk enabled initiates the tmp-IK constraint using rotation/scale/nothing first, and requires cancelling then running again to use the translate mode (where the bone moves around like standard IK)

When an armature has AutoIK enabled in the Pose Options, if the bones are setup correctly (connected with the location transforms unlocked), if you try to move the bone, an invisible temporary IK constraint will be added on the bone, allowing it to move around and control it's parents as though it had an IK constraint (because it does), and then when you apply/cancel the action, the constraint will disappear and the rig will go back to normal while staying in the new or original pose.
There's a hidden variant of the AutoIK most people don't know about, where if you press R or S (rotate/scale) while running the temporary IK constraint, you can keep the IK constraint and rotate around the active bone's tail. Another thing is if you cancel while in this variant IK, the temp constraint will remain and you can go to other bones and repeat this process.

Currently when you try to run the AutoIK manipulation, the constraint starts in this variant IK mode and never runs the default translation mode.
However, if you cancel then run the AutoIk manipulation again, the constraint runs correctly.

First I show the root/pelvis bone working on start (no idea why this works as expected)
Then I show doing the exact same thing on a child bone (the hand)
Next I lock rotation+scale to try to force the AutoIK to use location.
2019-01-14 03-26-27.mp4

_autoIK Fail.blend

Win7 64 GTX 770 Blender 2.80 Beta Date 2018-01/12 11:10 Hash 2826c2be545e Branch blender2.7 Moving a bone with AutoIk enabled initiates the tmp-IK constraint using rotation/scale/nothing first, and requires cancelling then running again to use the translate mode *(where the bone moves around like standard IK)* When an armature has AutoIK enabled in the Pose Options, if the bones are setup correctly *(connected with the location transforms unlocked)*, if you try to move the bone, an invisible temporary IK constraint will be added on the bone, allowing it to move around and control it's parents as though it had an IK constraint *(because it does)*, and then when you apply/cancel the action, the constraint will disappear and the rig will go back to normal while staying in the new or original pose. There's a hidden variant of the AutoIK most people don't know about, where if you press R or S *(rotate/scale)* while running the temporary IK constraint, you can keep the IK constraint and rotate around the active bone's tail. Another thing is if you cancel while in this variant IK, the temp constraint will remain and you can go to other bones and repeat this process. Currently when you try to run the AutoIK manipulation, the constraint starts in this variant IK mode and never runs the default translation mode. However, if you cancel then run the AutoIk manipulation again, the constraint runs correctly. First I show the root/pelvis bone working on start *(no idea why this works as expected)* Then I show doing the exact same thing on a child bone *(the hand)* Next I lock rotation+scale to try to force the AutoIK to use location. [2019-01-14 03-26-27.mp4](https://archive.blender.org/developer/F6284202/2019-01-14_03-26-27.mp4) [_autoIK Fail.blend](https://archive.blender.org/developer/F6284209/_autoIK_Fail.blend)
Author

Added subscriber: @Ebone

Added subscriber: @Ebone

This issue was referenced by 39acbebe46

This issue was referenced by 39acbebe46ef90003201077867a394ebc60d540c

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#60498
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