• Editor
  • IK's and path constraint

I'm trying to get my characters hand to animate on a path, but every time i use path constraint, it separates the IK's from the skeleton, or when I try to use the bone itself, it pulls off the skeleton. What am I doing wrong??

Related Discussions
...

Hard for me to know exactly what problem you're having without a more detailed explanation, but it sounds like it could be something with the order of which constraints are calculated. Please try changing the order of which the constraints are calculated by rearranging the constraints under the constraints node. In your case it sounds like you want to have the path constraint on top and then the IK constraint below.

Constraints: Order
Spine User Guide - Constraints - YouTube

Ok, to better show you what's happening, i've made a quick video. It shows the hierarchy and what the hand is doing when moving the position slider. Thanks!

IK issue - YouTube

Your constraints are being calculated in the wrong order.
For example if I create an IK constraint and want the IK target to be constrained to the path I need to path constraint to be calculated first.

Image removed due to the lack of support for HTTPS. | Show Anyway

Shiu wrote

Please try changing the order of which the constraints are calculated by rearranging the constraints under the constraints node.

:yes:

Note that you can do this by dragging them 🙂

5일 후

ok I have put the constraint over the IK in the hierarchy, but it's still doing what it was doing before. I've attached pics of my skeleton, and full hierarchy. I'm sure there is something in there that I'm doing wrong somewhere. Thanks!



There third part of the hierarchy is on the skeleton pic.


Also, if you can see it, the IK for the wrist is way offf to the side, and not sticking on the wrist as is should.

It's hard to tell what is going on with so many bones and constraints. I suggest creating a simpler project which you can post that shows the problem and doesn't contain anything unrelated to the problem.

I see 3 red constrained bones. I guess you have 2 IKs, the 1st is 2 bone IK whose target is the 3rd bone. The 2nd is 1 bone IK whose target is constrained to the path. Your constraint order applies the first IK, then positions the target along the path, then applies the second IK. This behavior is correct.

I can't create a simpler project, I have to use what I'm given. Would making another video to show the behavior help?

In Spine, click the Spine logo in the upper left, click New Project, then recreate the setup you are having trouble with. Simplify the problem and experiment so you understand how it works.

Actually I think I managed to get it.Thanks so much! One more thing for now, I've been trying to use translation constraint on the other hand to make it stick to the hand that is animated along the path. Is this the wrong constraint to us in this case? I have been experimenting with switch what targets i am using and the position in the hierarchy, but so far haven't had the luck.

Hard to say. If you only sometimes need one hand to stick to the other's translation, transform constraint makes sense. If you need it always, you might as well just parent the hand.

for this one animation, it will always be stuck. for other animations on the same rig, i can just create a new animation, and unparent the bone for the new animation correct? How do I parent or unparent it without ruining my hierarchy?

Parents don't change in animations.

So I can't have one animation with it parented, and another with it not?