Get IK rigging to behave in world space rather than local space.

While I was messing with it I noticed that the constraint on the bones only seems to affect their local rotation, so when moving the parent bone, the foot ends up moving relative to it, throwing off the Ik setup.

In IK rigs I've worked with in maya, the bones seem to lock in worldspace, so you can do things like this. Is there a good way to get this same type of behavior with Animation Rigging?


Try adding a RigTransform component on that parent bone. If a transform is not animated or directly used by a constraint, then it remains static in the AnimationStream. The RigTransform component allows to specify game objects you want to consider in the AnimationStream.

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