What is the proper way to avoid the IK offsetting and being wobbly if a target ik is inside a characters rig? For example I have the ik target for the left hand as a child of a weapon that’s under the right hand.
When it’s on an idle animation, it plays correct but when the character is moving then it’s really offset.
What makes me think it’s something with the transform update orders because If I unparent the target, it seems to be working correctly.
What makes me really crazy though, is that on a different project with pretty much the same setup, like same order of operations, same animations, same characters. It looks correct.
I checked everything, I made helper objects to follow other objects and tried updating positions on FixedUpdate /Update / LateUpdate /OnAnimatorMove / OnAnimatorIK (obviously not all at the same time) but nothing seems to fix it. However, I made a custom IK inside LateUpdate and it worked, though my solver is pretty bad and it twists the bones in a wrong way so I would really want to use the build in IK for this.
I also made sure everything is scaled to 1,1,1. The binding of the pose is also correct.
So is there any way I could maybe call the OnAnimatorIK or the logic that overwrites the positions of the transforms from the animation to where the IK should be, maybe in LateUpdate or something? Or anything else that would help in this case.
