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I think I found my own answer. If I keep my target far enough away from the arm bones, the arm will stay stiff. I could animate it that way, by moving it, say, 1.5 m away from the arm on its local Z axis. When I want to bend it, I can move it in closer on the local Z axis. Whether this is an efficient method, I don't know, but I think it will work for me. ...


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Add one more bone from top controller to bottom: Add new IK to it with target to bottom controller and chain length 1 Finally, reparent this part of leg to this bone


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I came up with another solution. I reduced the chain on the IK by a couple and then added IK to the top part of the robot's arm just above the rotator joint. Then I made the IK chain go the rest the way up the arm to the shoulder joint. now I have 2 controllers one that controls the shoulder and top arm location and then the bottom arm can move freely with ...


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Absolutely! I would recommend using Action Constraints. Here's how I would do that, and it actually works really well. Start by making an animation, with the rest pose on frame one, and the final pose on a later frame. Make the animation fairly long, say 100 frames or so. Add whatever keyframes you need so that the animation looks like you want. Next, you'...


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Thanks a lot for this answer! however, how can I correct the parentage? P.S. I cannot modify it back to high-poly, because older versions of my model are gone. I will try to weight paint now.


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EDIT: It turns out you have the Auto IK option enabled. To turn that off, press N with your mouse in the 3d view to open up the sidebar and go to the tools tab. Uncheck that and you are good to go! EDIT: The information below did not answer the question directly, but may help others as it can cause a very similar issue. I looks like you just need to ...


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