1
$\begingroup$

So I'm making a walk animation, and when I move directly from one key frame to another the mesh and armature glitch. Like when I press the button to skip forwards to the next frame from frame one to two the foot bone twists around on the x axis several times. Some thing similar happens when I move from two to one. But when I play the animation not glitches occur. This makes it impossible to compare translation between frames. How do I fix this? I have had problems with things like this in Unity and all I had to do was delete a cache of data to fix it. But I have no idea where you would do that with blender. Also I would upload my blend file with this post but I don't know where to upload it too.

$\endgroup$
2
$\begingroup$

It is a cyclic dependency.

When you move the foot controler, the console output reads. (Screenshot at the end of the post.) Open the console from the infobar menu: Window > Toggle System Console on windows.

Dependency cycle detected:
  shin.L depends on thigh.L through Parent Relation.
  foot.L depends on shin.L through Parent Relation.
  IKKnee.L depends on foot.L through Parent Relation.
  thigh.L depends on IKKnee.L through IK Constraint.

I suggest parenting the IKKnee bones to the IKFoot bones. Then there will be a hierarchical dependency.

cyclic dependency

$\endgroup$
  • 1
    $\begingroup$ Ya that seemed to solve it thanks $\endgroup$ – Bpbutcher Jul 4 at 1:41

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.