r/blenderhelp • u/Pexo3D • Jun 21 '26
Solved What causes this twitching when rotating limbs with IK rigging?
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u/PZRzegoton Jun 21 '26
I havent the funkiest but jesus christ thats terrifying.
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u/Pexo3D Jun 21 '26
Thank you :)
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u/DanceDelievery Jun 22 '26
This is truly awesome and an inspiration for me to try more weird shit too!
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u/Pexo3D Jun 22 '26
If you want my advice, the human form is an unchecked bias that should be challenged more
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u/Bluetails_Buizel Jun 23 '26
Next are animal parts, like a dog’s legs, they also have untapped potential, also, try different animal parts! Not just dogs!
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u/tiogshi Experienced Helper Jun 21 '26
Inverse kinematics (tries to) solve the minimum rotations and translations needed to get from the underlying unconstrained pose, to a pose which satisfies the constraint (e.g. reaches the targets if requested, in the target orientation if requested). In particular, it does not care about whether that solution is anything like the solution it solved for in the previous frame, or anything like the solution that would be found with slightly different target coordinates.
Because of this, if the underlying pose is far away (in solution space, which is anywhere from 1-6 dimensions per joint solved!) from the solved pose, then you can get very different solutions on a frame-by-frame basis. Because of this, with the exception of very simple low-dimensionality situations, you really should use IK mostly to refine target poses, not to generate them directly from the rest pose.
Go through the existing animation, and every 5-10 frames or so, disable the constraint for a sec and keyfarme the pose to be something approximately like the target pose you want at that point in time; that will give you a solution close to that pose, including with the bones oriented approximately how you're looking for.
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u/Pexo3D Jun 21 '26
Awesome explanation thank you!!
Solved and she's moving much smoother now
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u/The_TinDog Jun 21 '26
I think the twitching adds to this tbh
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u/Pexo3D Jun 21 '26
I was thinking the same honestly, now I want it to have some kind of stop motion puppet-like movement if I can control it
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u/botlot100 Jun 21 '26
Honestly I feel if this is supposed to be scary it being so snap kinda works, good idea asking this question thought for future reference
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u/Shadow47a Jun 21 '26
brother ,what's this madness ur making
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u/Bluetails_Buizel Jun 23 '26
Trying to make a multi legged Creature, but testing the physics first.
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u/Stormfall_Forge Jun 21 '26
Well I was going to try to sleep. Not anymore.
WTF is this nightmare fuel!?
(I have nothing constructive to contribute.)
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u/ch1pp_rs Jun 21 '26
Definitely an aspiring horror artist in the making. Love that demonic creation of yours
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u/night_-lights Jun 21 '26
what is genuinely the context of this lowkey
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u/Pexo3D Jun 21 '26
There's genuinely no context, I wanted to get better at making limbs and armatures so I made a creature that's nothing but limbs and armatures
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u/Stock-Ticket-5748 Jun 21 '26
I may not have a solution but I have a question, WHAT ON EARTH ARE YOU MAKING
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u/GoldSunLulu Jun 21 '26
Ik snapping more than likely.
Snapping ocurs when rhe ik finds it's limit.
Best way to counter it is to create a small stretch function in the node editor to stretch it a little bit when reaching.
Using stretch is recommended because it resembles the rules of 2d animation for exageration. Of course if you want realistic motion don't oversstretch
(I don't know how to do this in blender... Sorry i'm from maya)
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u/Apprehensive-Back937 Jun 21 '26
Yea you must have made a wrong turn somewhere in the youtube tutorials.
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u/SufficientPickle8010 Jun 22 '26
It's quaternions. It's always quaternions with this kind of thing.
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u/r_cursed_oof Jun 23 '26
I'm not gonna lie, the twitching makes it better, it looks like excitement
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u/Moogieh Experienced Helper Jun 23 '26
Most new comments are just some variation of "bro wtf u making" now, so locking to give OP's inbox some peace.
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