Auto IK Double Generates IK constraints #80437
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Reference: blender/blender#80437
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Blender Version
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-01 07:02, hash:
c78c425266
Worked: (newest version of Blender that worked as expected)
Short description of error
When you Grab/Move/Translate a bone in pose mode, using Targetless IK constraint, another IK constraint is created that interferes with it.
Exact steps for others to reproduce the error
Add a bone chain (maybe 7 bones)
Note: version 1 requires connected bones.
Version 1:
enable Auto IK on the rig (3D Viewport >> N Panel >> Tool >> Pose Options >> Auto IK)
select a child bone and try to move it.
If you look at the bone constraints panel when you do this, you will see two [TempConstraint] IK constraints.
Version 2
Add an IK constraint to one of the bones. (for fun, name it "TempConstraint")
Now try to move it.
A second IK constraint [TempConstraint] will be seen in the bone constraints panel
If you have Auto IK enabled (Version 1), there will now be 3 different IK constraints on the bone.
Aside from the visual glitchyness of this doubling, this "does" still work.
However in a case like Version 2 when you have an IK constraint and Auto IK enabled,
or in my particular case where I have a constraint but want to toggle its Chain Length,
when the Chain Length does not equal to the original's Chain Length, the IK does not update the bones in the chain.
2020-09-03 11-57-56.mp4
In My Usage, I'm using an addon to essentially just change the [Temp_IK_Constraint] IK constraint, with the mouse wheel (like the default Auto IK does).
Note: I say "TempConstraint" but I just realized by default, their name is actually hidden (the name is "TempConstraint", "TempConstraint.001" and etc, I just have a custom panel that doesn't hide their name)
Added subscriber: @Phigon
Added subscribers: @dr.sybren, @iss
I am not sure if this is bug really. This option works as described in manual: https://docs.blender.org/manual/en/dev/animation/armatures/posing/tool_settings.html#bpy-types-pose-use-auto-ik
@dr.sybren what do you think?
This issue was referenced by
7a0a60dde8
Added subscribers: @HooglyBoogly, @ZedDB, @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
The fact that these temporary constraints actually show up in the constraint stack came with
eaa44afe70
I guess while strictly correct, these temporary constraints should still be hidden from the UI @HooglyBoogly? see D8895: Dont show temporary IK constraints in the constraint stack
Now, why do we have two of them?
It looks like even before that commit,
add_temporary_ik_constraint
was called twice (actually generating two constraints).pose_grab_with_ik_add
(Auto IK
checkbox)add_pose_transdata
Why is that?
Because of
9a7f5f1bb4
I guess we should not create a temporary IK constraint on a bone that already has one @ZedDB ? see D8894: Dont add temporary IK constraints twice
(note that D8894 still does not solve the chainlength problem described in this report -- so in general I think it would be best to make sure Auto IK is always preferred if used in conjunction with targetless IK constraints)
This issue was referenced by
41e4079365
This issue was referenced by
a985b8bd9e
Changed status from 'Confirmed' to: 'Resolved'