I’ve been running into tons of issues with Janky elbows in my character animations when using the Unreal Mannequin.
I used to have my own skeleton and animations that came with elbow pole vectors but I migrated over the the mannequin so we can use all the market place animations. With that, I lost the ability to export out nice elbow targets and had to compute them automatically with Virtual Bones and other such things. I got the idea from how Advanced Locomotion System was doing knee targets.
It had problems where the elbow target was computed in one location based on how the arm was positioned earlier. And then when I actually ran IK on the arm the new position was not coplanar at all and the elbow would aim itself in some very janky directions.
I made this pull request to the Two Bone IK node that seems to work much better by automatically computing the direction from the current direction. I’m hoping people are really interested in this change and I can get this pushed in. It’s been hard these last few years to get Pull Requests looked at compared to when the engine first came out.