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I am done with the rigging on my mesh with bones parented with empty groups. But, when I start creating the keyframes in the animation. the bones position change very oddly by themselves.

This is the keyframes I have created enter image description here

And this is how appears automatically in the animation enter image description here

After this I have to apply Alt+G+R "TWICE" to reset them.

Does anybody knows why and how to solve this?

Thanks in advance

enter image description here

enter image description here

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When an IK chain change position in weird ways, it's because of one of this problems:

  • the ik traget location is modified by the movements of one bone of the chain itself: so there is an endless circularity. Check if it has constraints related to any bone of the chain, or if it is child of a bone related to the chain.

  • some bends have a flipped position that can resolve the IK request, so you need to establish a pole target to have full control of the behaviour of the chain

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  • $\begingroup$ Hi Josh. Thank you.Yes I think it has to be something related with the constraints because The machine has three arms holding the bucket, so I tried to parent them to the bucket which is like three different bones parented to one vertex group. I will post images in the post (bottom) so you can see what I am talking about. I think those bones are causing interference to each other. Do you know a better way to parent those three arms of the machine to the bucket? How can I Make this three arms (right arm, left arm, last central arm) get attached to one single vertices group which is the bucket? $\endgroup$ Apr 3, 2017 at 17:19
  • $\begingroup$ Right and left arm should have the same dynamic of movements but the central arm is different. this should rotate the bucket in its own axes. $\endgroup$ Apr 3, 2017 at 17:25
  • $\begingroup$ If you need more help I think you should upload your .blend file: it's difficult to understand the rig from the pictures $\endgroup$ Apr 3, 2017 at 18:08

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