Answered

FK/IK blend channel setting grayed out

rackley 4 months ago updated by Peter - Soxware Developer 4 months ago 1

Does this feature require me to convert the animation to IK?

Why is this required? Since I'm editing things frame by frame why can't I use IK to edit FK bones and keep the animation as FK?


I'm editing an animation that involves swinging a sword. When I convert the clip to IK and make an additive change to the hands at Key 0, the elbows swing wildly and I have to make many corrections to the entire animation. Keeping the clip as FK, doesn't have these problems but I have to struggle with the UMotion interface to edit the hand positions. I have to change IK hand position->Select IK bones->Set FK to IK to see my changes in Pose. Why can't you ungray the blend slider or is there an easier way to do this?

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi rackley,
thank you very much for your support request.

The "FK/IK Blend" channel is only available at the base layer (or an override layer). It is not available in an additive layer.

Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answer
Answered

Hi rackley,
thank you very much for your support request.

The "FK/IK Blend" channel is only available at the base layer (or an override layer). It is not available in an additive layer.

Please let me know in case you have any follow-up questions.

Best regards,
Peter