FK/IK blend channel setting grayed out
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?
Answer
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
Customer support service by UserEcho
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