Rigify: IK/FK snap mechanism not working correctly on Front\Rear paw rig types #104643

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opened 2023-05-28 04:07:45 +02:00 by Apraxas · 0 comments

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3

Addon Information
Name: Rigify (0, 6, 7)
Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov

Short description of error
The foot bones of the [limbs.front_paw] and [limbs.rear_paw] rig types are not properly aligning when using the IK>FK or the FK>IK mechanism. There will always be an odd rotation, making it difficult to swap to IK or FK during animation after using the snap function.

Exact steps for others to reproduce the error
Case 1 - After generating the rig:
1- In IK mode> move the foot controller in any way
2- Use FK > IK snap mechanism (preparing to animate in FK mode)
3- Move slider to swap to FK
Expected result: Foot will remain in the same position.
Actual Result: The foot will rotate

https://youtu.be/7lY3eiG597o

Case 2 - After generating the rig:
1- In IK mode> move the foot controller in any way
2- Use IK to FK snap mechanism (perhaps you decided a previous pose you had in FK was better but want to keep animating in IK)
Expected result: Foot will match position of FK
Actual Result: The foot will be rotated and the poses don't match

https://youtu.be/zL013oBFohA

Note that this problem does not occur with the [limbs.leg] rig type used for human legs, so I can only assume the paw leg issue must be a bug.

https://youtu.be/2YsekOQFwQA

I have attached a sample blend as well for ease of testing.

**Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` **Addon Information** Name: Rigify (0, 6, 7) Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov **Short description of error** The foot bones of the [limbs.front_paw] and [limbs.rear_paw] rig types are not properly aligning when using the IK>FK or the FK>IK mechanism. There will always be an odd rotation, making it difficult to swap to IK or FK during animation after using the snap function. **Exact steps for others to reproduce the error** Case 1 - After generating the rig: 1- In IK mode> move the foot controller in any way 2- Use FK > IK snap mechanism (preparing to animate in FK mode) 3- Move slider to swap to FK Expected result: Foot will remain in the same position. Actual Result: The foot will rotate https://youtu.be/7lY3eiG597o Case 2 - After generating the rig: 1- In IK mode> move the foot controller in any way 2- Use IK to FK snap mechanism (perhaps you decided a previous pose you had in FK was better but want to keep animating in IK) Expected result: Foot will match position of FK Actual Result: The foot will be rotated and the poses don't match https://youtu.be/zL013oBFohA Note that this problem does not occur with the [limbs.leg] rig type used for human legs, so I can only assume the paw leg issue must be a bug. https://youtu.be/2YsekOQFwQA I have attached a sample blend as well for ease of testing.
Apraxas added the
Type
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Priority
Normal
Status
Needs Triage
labels 2023-05-28 04:07:46 +02:00
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Reference: blender/blender-addons#104643
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