2D IK CCD Solver placing chain pivots in middle of bones

Hello,
I am trying to create an IK chain for an arm made of 3 segments. When I try to add a CCDSolver2D to the arm, instead of requiring a chain length of 4, to reach from the hand to the shoulder it requires a length of 6, putting a pivot in the middle of the bones. This is giving an unwanted result.



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Do I just need to re-arrange my hierarchy so that the sprites dont interfere with the bones?

This happens because CCDSolver2D counts every Transform in the hierarchy, not just visible bone sprites. You have extra child objects (usually the Sprite or deform bones) under each segment, so the solver adds pivots in the middle. Make the IK chain use only the main bone Transforms (no sprite/deform children in between), or place the solver on a clean bone-only hierarchy and the chain length will match correctly.

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Thanks for the explanation!