I have an arm rig shown below. C stands for control, and D stands for deform.


I'm having a problem where when I try to move C_Hand in order to move the forearm, it does move, but it spins around wildly. Impossible to animate!

Here's a picture of the C_D_forearm's IK constraint:


Does anybody know the solution? If I haven't given enough information, please let me know. If this is a duplicate, I apologize.


I figured out that by unparenting C_Hand from C_D_forearm, the problem would be solved. However, I'm almost positive that it should still be parented to C_D_forearm. Can anybody clue me in?

  • $\begingroup$ I noticed the problem is fixed when I unparent C_hand from C_D_forearm. But it seems like it should be parented to it. ??? $\endgroup$ – RBlong2us Aug 21 '19 at 21:41
  • Yes you need to unparent the IK controller, otherwise it creates a bug because the bone that is controlled is not supposed to control its master.


  • I would put the controller vertically so that you don't confuse it with the hand.

  • Parent the hand to the controller if it's not already.

  • If you want the hand to stick to the forearm, give it a Copy Location constraint with the forearm as Target with a Head/Tail value of 1 so that it sticks to the tail and Space > Pose Space <-> Pose Space.

enter image description here

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  • $\begingroup$ Thanks a lot for letting me know it did not have to be parented that way! The only reason I cant move the hand controller vertically is because it also controls the rotation of the hand bone. $\endgroup$ – RBlong2us Aug 22 '19 at 13:25
  • $\begingroup$ well, it won't change anything if you put a vertical controller, on the contrary, it will make the control easier because the controller won't be hidden $\endgroup$ – moonboots Aug 22 '19 at 13:27
  • $\begingroup$ yeah, but I'm using a rotation constraint, so if I put it vertical, the hand bone will go vertical. $\endgroup$ – RBlong2us Aug 22 '19 at 13:28
  • $\begingroup$ ok, but why are you using a rotation constraint? to control the hand? if you parent the hand to the controller, it won't need any rotation constraint... $\endgroup$ – moonboots Aug 22 '19 at 13:30
  • $\begingroup$ I tried parenting the hand bone to the controller in edit mode, but it didn't follow the controller's rotation in pose mode. $\endgroup$ – RBlong2us Aug 22 '19 at 13:31

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