(All of that, if it's not just bad keyframing on your part. Rotations from different bones do accumulate and produce that kind of movement, nothing to do with gimbal lock). You can try the motion paths tool to see if there's any bones causing this: https://docs.blender.org/manual/en/latest/animation/motion_paths.html
In my tiny experience doing animations, FK is quicker to work with for certain limb movements as it works with complete predictability. Sometimes IK doesn't interpolate the way you want. Also when you move part of an IK system, everything attached comes with it. In order to just tweak one part, you gotta locked off all the…
I'm sure there are FK uses I'm not thinking of. I'm so attached to IK that I'd rather find a way to use that instead (like a Child Of constraint to let the IK target be parented to the calf on some frames, for instance). But about engine support, you bake the transform of bones into FK keyframes (you sample the bone…
I'm trying to animate a leg swing with quaternion bone FK. There are two frames in particular (denoted 6 and 12 in the bottom of the gif below) where the resulting motion of the left (front) leg is not as desired: the limb chain overshoots in a small arc. The culprit seems to be the contribution of the thigh. All the…
I guess this is more of a question for the animation forum, but why is FK still a thing? There's not one movement you can't do with an IK limb, whereas using FK makes some movements (like the one you're talking about, keeping a bone steady while its parent moves) very annoying to do.
Aware of this, and indeed IK is how I was getting the FK positions to keyframe. The point of all this was to try to get this to FK-only, but I've solved it now in any case. I see that my post said that "use of FK" wasn't a valid answer, but it should have said "IK".
Hi everyone, thanks for your input. To address a couple of things: * Motion pathing has confirmed that the thigh, specifically, is moving in that undesired arc. * The thigh is using quaternion mode- I just neglected to list the W component in the post. Any possible workarounds for this? I don't really know where I'd begin.
Quaternion rotations in Blender are supposed to fix the "gimbal lock" problem inherent to Euler rotations, but Quaternions have XYZW curves, and you said your curves are XYZ (no W). Are you sure you're using Quats? Also, from your GIF, you're using Rigify and (here on 2.79 at least) that rig uses ZXY Euler mode on the…
In my case I was interested in defining the motion in FK and then tweaking things around a bit on a limb-segment basis, like offsetting the calf by like a frame or something. I suspect FK might be cheaper to run in-engine, but I'm not really sure if that's true or by how much. Probably easier to set up in-engine, too.