Inverse Kinematic generates wrong rotation

Hello,

We were working in one of our rigs that required IK. We are using the full-body IK node in control rig, but we are having having issue with this setup, we use IK for other rigs and it works fine, but with this setup in particular the IK is creating wrong rotations for the bones in the chain. In addition, we noticed that if we change the frame in the sequencer, it corrects itself. We are attaching a video to show this exact behavior.

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Steps to Reproduce
Steps to reproduce in the attached repo:

  • Open L_Sample level.
  • Open RigSequence.
  • Rotate HingeLower_1 control around x-axis.
  • If you rotate multiple times back and forth that control, you will see the controls affected by IK are not in their right position.

We have attached the project and a video on how to reproduce the issue, do let us know, if you need any more help to replicate the issue, one thing to note our engine version is 5.7.3.

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Hey there,

It’s hard to tell what you’re trying to do with your rig here, but I do see an issue where Upper 2 might fail to converge back to a good spot when returning to a default pose, affecting Upper 1 and Mecha’s position. Often with full-body IK, if you don’t reach good convergence, you may have areas pulled in undesirable ways, making convergence back to a reference pose harder. This depends heavily on the tuning, and we recommend following the tuning guide to adjust each setting step by step.

https://dev.epicgames.com/community/learning/tutorials/RByR/unreal-engine-how-to-tune-the-full-body-ik-solver

I’m a bit at a loss for suggestions because I need to know more about the desired effect you want to see in our rig and what limitations you have on modifying bone positions. Also, it helps a ton to be able to see the skeleton and its hierarchy being modified if you have that data (even just a skeleton skinned to a single triangle to preview the bones)

Dustin

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