← All ideas
  • Published 25 Oct 2023

Add support for a keyable 'Twist' property on the IK solver.

The blender IK solver is 99% compatible with the solution in Autodesk Maya, but it's missing a semi-commonly used property which can be used in place of a pole vector. Twist seems to be just the 'pole' of the chain. This would be useful to make it easier to support certain IK workflows in blender. Attached is a screenshot of the property in Maya. maya.png

0%

Development Status: Open

Upvote 0 Downvote 0
DTZxPorter
25 Oct 2023

5 Comments

Lauloque

Could you explain what it does exactly? It sounds similar to the Pole Angle we already have:

demo gif

DTZxPorter Author

Ahh it requires that you have a pole target. (Hence why I never saw the field)

Possible to relax this constraint? I'm not sure exactly what maya does using the default settings but I can leave the pole vector alone in maya and key a 'twist' or angle without having one.

Lauloque

What do you mean by "relax" ?

DTZxPorter Author

Basically a way to key in the pole angle without specifying a pole target. I was able to work around this by just setting a root bone at 0,0,0 as the pole target which should be the same as manually keying 0,0,0 in maya.

DTZxPorter Author

So after experimenting with this, it appears to not be the same thing. In maya the twist seems to apply a rotation to the entire chain as one 'unit'. It seems to have no relation to the pole target, which in maya is @ 0, 0, 0 anyways effectively not being used.