Copy Transform Constraint offsets the "Auto IK" (pose mode) bones in chain when autokeying. #119590

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opened 2024-03-17 12:43:13 +01:00 by Adam Earle · 3 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42

Blender Version
Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-11-25 22:37, hash: 1b6cd937ffc8
Worked: not > 4.0

Short description of error
When auto keying is turned on and you move a bone chain from position A to B the bones do not auto key correctly when "Auto keying" is enabled. Test with copy location constraint and it works really perfectly as expected. When user sets a position using Auto Ik the bones will offset on mouse release. I think (not certain) that this may have something to do with the "initial pose" that the bone is in when the copy transform constraint is applied.

Exact steps for others to reproduce the error
Open .blend file and move selected bone. It will end up in different position.

I feel the most important things to pay attention to is the Controler bone and its rotation + the way it is affecting the chain 1 2 and 3 bones when using Auto IK.

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42 **Blender Version** Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-11-25 22:37, hash: `1b6cd937ffc8` Worked: not > 4.0 **Short description of error** When auto keying is turned on and you move a bone chain from position A to B the bones do not auto key correctly when "Auto keying" is enabled. Test with copy location constraint and it works really perfectly as expected. When user sets a position using Auto Ik the bones will offset on mouse release. I think (not certain) that this may have something to do with the "initial pose" that the bone is in when the copy transform constraint is applied. **Exact steps for others to reproduce the error** Open [.blend file](https://projects.blender.org/attachments/d95f0ca7-886f-45eb-b032-dee48c70181c) and move selected bone. It will end up in different position. I feel the most important things to pay attention to is the Controler bone and its rotation + the way it is affecting the chain 1 2 and 3 bones when using Auto IK.
Adam Earle added the
Type
Report
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Needs Triage
labels 2024-03-17 12:43:14 +01:00
Author

Testing this further I have noticed that smaller movements when not rotating the "controller bone" doesn't key or keys the bone chain in unpredictable behavior.

The provided examples show:

  1. When Auto IK is enabled bones can't snap to 3D cursor.
  2. Snaping with auto Ik and the copy transform constraint leads to strange offset behavior of bones and cursor.
Testing this further I have noticed that smaller movements when not rotating the "controller bone" doesn't key or keys the bone chain in unpredictable behavior. The provided examples show: 1. When Auto IK is enabled bones can't snap to 3D cursor. 2. Snaping with auto Ik and the copy transform constraint leads to strange offset behavior of bones and cursor.
Author

Just linking this issue as well as I think they might all be related #119300

Just linking this issue as well as I think they might all be related https://projects.blender.org/blender/blender/issues/119300
Iliya Katushenock added the
Interest
Animation & Rigging
label 2024-03-17 13:44:11 +01:00

I can reproduce, will modify a blend file a bit so it requires less steps to reproduce.

I can reproduce, will modify a blend file a bit so it requires less steps to reproduce.
Richard Antalik added
Module
Animation & Rigging
Status
Confirmed
and removed
Status
Needs Triage
labels 2024-03-17 20:36:40 +01:00
Sybren A. Stüvel removed the
Interest
Animation & Rigging
label 2024-03-18 13:01:40 +01:00
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Reference: blender/blender#119590
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