negroclarito wrote: ↑Wed Aug 13, 2025 1:21 am
You need to disable the leg bone angle constraints (both bones and both legs)...
I just saw this, and wanted to share a thought: it's probably not a good idea to have more than one bone in the same bone chain pointing to the same target bone because...
1.) It's not necessary because when one bone is targeting another, IK will automatically rotate the 'in-between' bones to follow its child bone. And...
2.) If more than one bone in the same chain is targeting the same bone, a conflict may be introduced to the IK system.
So, try targeting with only the bone at the end of the IK chain.
FWIW, I've never experienced a slowdown due to bone targeting, but I've never tried setting multiple bones in a chain to point to the same target bone. Right now, the above is just a theory, but I'll try it today and see what happens. I really wouldn't be surprised if it slows things down.
Bonus Tip: Sometimes I'll use an arm's IK chain and a target bone to pin a hand to a static object, such as a tabletop. To do this, I'll set the lower arm bone (not the hand bone) to target a free-floating bone on the tabletop. I'll also set the hand bone to use Independent Angle...this will effectively 'fix' the hand bone's rotation to world space so it stays flat on the table while the rest of the body moves. Variations of this technique are useful in many situations where a character needs to interact with their environment, other characters, or props, or for planting feet on the ground.
I only use this technique in special situations for the arms (i.e., pinning a hand to an object or 'locking' a hand to the hip), but I almost ALWAYS use this technique for the feet. It's much easier than using the Lock Bone method.
Now, if only the Independent Angle option could be made
keyframeable... (hint, hint.)
