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As far as I can tell, I've set everything up correctly in the IK wizard, and it does create IK nodes beside all the bones like I'd expect, but when I go to move anything, I get a "Constraint Dependency Loop!" error, which then says all bones depend on eachother.

I have absolutely no idea what I'm doing wrong, and your video tutorials, as far as I can tell, don't cover non-humanoids at all. Help?

The skeleton looks like this: https://imgur.com/m7uag5N

And this is an example of how the bones are linked. About like you'd expect, just in chains down to the hips: https://imgur.com/dNkXPiy

The full error is as follows:

Constraint dependency loop! The following joint/transform constraints depend on each other: Hip Left IK (Inverse Kinematics), Hip Right IK (Inverse Kinematics), Knee Left IK (Inverse Kinematics), Ankle Left IK (Inverse Kinematics), Toe Left IK (Inverse Kinematics), Toe End Left IK (Inverse Kinematics), Knee Right IK (Inverse Kinematics), Ankle Right IK (Inverse Kinematics), Toe Right IK (Inverse Kinematics), Toe End Right IK (Inverse Kinematics), Waist IK (Inverse Kinematics), Waist2 IK (Inverse Kinematics), Chest IK (Inverse Kinematics), Collar Left IK (Inverse Kinematics), Collar Right IK (Inverse Kinematics), Shoulder Left IK (Inverse Kinematics), Elbow Left IK (Inverse Kinematics), Wrist Left IK (Inverse Kinematics), Hand Left IK (Inverse Kinematics), Shoulder Right IK (Inverse Kinematics), Elbow Right IK (Inverse Kinematics), Wrist Right IK (Inverse Kinematics), Hand Right IK (Inverse Kinematics), Neck IK (Inverse Kinematics), Head IK (Inverse Kinematics), Jaw IK (Inverse Kinematics)
UnityEngine.Debug:LogError(Object)
ΊΉΉΊΊΉΉΉΊΊΉΉΊΊΊΊΊΊΊΊΊΉΊΊΉΊΊΉΉΉΉΊΉΉΊΉΊΉΊΊΉΉΊΊΊΊΉ:ΊΊΊΉΊΊΊΊΊΊΉΊΉΉΉΊΊΊΉΉΉΉΉΊΉΉΊΊΉΊΊΊΊΉΊΊΉΉΊΊΉΊΊΉΉΊΉ(Boolean, String&)
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ΉΊΉΊΉΉΊΉΉΉΊΉΉΉΊΊΊΉΊΊΊΉΉΊΉΉΊΉΉΉΉΊΊΉΉΉΉΊΊΊΉΉΉΉΊΊΊ:ΊΊΉΊΉΊΉΉΊΊΊΊΉΉΉΉΊΉΊΉΉΉΊΊΊΉΊΊΉΉΊΉΉΊΊΉΉΊΊΉΊΊΊΉΊΊΉ(Object, ΊΊΊΉΊΉΉΊΊΊΉΉΊΉΉΉΉΊΊΊΊΉΉΉΉΊΉΊΊΉΊΊΊΊΉΉΊΉΊΊΊΊΊΊΊΉΊ)
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UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

1 Answer

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answered by Expert (95.1k points)
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Best answer
Hi Megan,
thank you very much for your support request.

The problem is, that your IK chain's are defined in a redundant way. Meaning that the same bone is controlled by more than one IK solver. If you want to control each bone with a specific IK handle, you need to make all your bone chains length 1.

If you want to manipulate e.g. the whole leg with only one IK handle (that's the common approach) just define one IK Handle at the ankle with chain length 2. That's what the "Human IK" part of the setup wizard would do automatically for you.

Please let me know if you have any further questions.

Best regards,
Peter
commented by
Ah hah. Played with it a bit more. Got it, thanks!

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