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.
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$\begingroup$ Upload your file to blend-exchange. Sounds like a cyclic dependency. $\endgroup$ – Leander Jul 3 '19 at 23:00
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$\begingroup$ <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=6215" /> Here it is, and ya the problem does look alot like that. $\endgroup$ – Bpbutcher Jul 4 '19 at 0:11
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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.
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