Not a bug

IK position in-between bugged after deleting keyframes

frostymm 4 months ago updated 4 months ago 4

I was working on making two keyframes when I took a break to figure out custom properties for the fingers.

Then when I came back and started working on those, I somehow accidentally made and extra 3rd keyframe between the two I was working on so of course I deleted it. Now at the spot in the animation where I deleted that key, both of my foot IK just wig out and go up into the air and it doesn't seem to reflect the position they're set to or the curves.

First Key:

Deleted Key:

Last Key: 

I can't even make one gosh darn animation with this plugin man.

UMotion Version:
1.22p10
Unity Version:
2019.4.12f1

Answer

Answer
Not a bug

Hi,
thank you very much for your support request.


Have you been using IK Pinning or the child-of constraint? Keys that are in "IK Pinned" state are using a different coordinate system (i.e. they are relative to the world) in respect to keys that are not pinned (they are relative to their parent bone). When you transition from pinned to not pinned, you need two key frames right after each other to correctly transition from one coordinate space to the other. UMotion creates this extra key automatically for you (that's probably the key you thought that you've accidentally created). If you delete this extra key, then the position/rotation curves interpolate between two completely different coordinate systems thus resulting in unwanted positions/rotations.

More information:

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

Best regards,

Peter

GOOD, I'M SATISFIED

Satisfaction mark by frostymm 4 months ago
Answer
Not a bug

Hi,
thank you very much for your support request.


Have you been using IK Pinning or the child-of constraint? Keys that are in "IK Pinned" state are using a different coordinate system (i.e. they are relative to the world) in respect to keys that are not pinned (they are relative to their parent bone). When you transition from pinned to not pinned, you need two key frames right after each other to correctly transition from one coordinate space to the other. UMotion creates this extra key automatically for you (that's probably the key you thought that you've accidentally created). If you delete this extra key, then the position/rotation curves interpolate between two completely different coordinate systems thus resulting in unwanted positions/rotations.

More information:

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

Best regards,

Peter

That does explain what happened! Thanks a bunch. There doesn't seem to be an easy way to fix it when undo isn't an option anymore so I ended up having to redo that keyframe entirely though.

Edit: The video is outdated. There is no parent option in channel for IK handles. Now you specifically have to right click the "IK Pinned" checkbox. It took me a few minutes to figure that out.

Edit: The video is outdated. There is no parent option in channel for IK handles. Now you specifically have to right click the "IK Pinned" checkbox. It took me a few minutes to figure that out.

When you use the Child-of constraint in it's regular mode, it shows the "Parent" channel (so you can select an arbitrary parent). When you change the settings of the Child-of constraint to "IK Pinning Mode", it only shows the "IK Pinned" checkbox. The second video I posted (IK Pinning) should demonstrate that, or do you mean something else?

Best regards,
Peter

Ah gotcha, that it does! My bad!