#I tried to make IK models bend, but nothing works. help please
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!faq ik
Inverse Kinematics (IK) are a feature in Blockbench that allows a bone or a chain of bones to be animated by moving their end point, rather than by rotating the bones individually.
IK currently has no support for constraints, so it is a useful tool for loose structures like chains or tails, but probably won't be helpful for legs etc.
- To get started, create a chain of bones in the outliner. The pivot points are important, that's where the bones will rotate.
- Create a Null Object next to the root bone of the chain, so next to the first bone that you want to move. Move it to the end of your bone chain in the viewport.
- Right click the Null and select the lowest bone of the chain as your IK Target. You can also create a Locator inside that bone and select it instead, if you want the last bone to rotate too.
- Switch to animation mode, create an animation, and move the Null Object around. That should update the IK chain to follow the Null. You can keyframe the null objects position to create an animation.
- You can also Lock IK Target Rotation in the Null Object context menu. This will counter-animate the last bone of the chain to keep it's original orientation.
- On export, IK animations are baked. That means they will only be preserved when you save your project as a .bbmodel file.
Here's a Blockbench project with a simple IK setup for demonstration purposes
I tried to do this, but it doesn't work.
Double check your pivot points
I have already solved the problem, thanks
How'd you solve the problem, it might be helpful for other people in the future!
at first I thought that locate in the model itself, but it was necessary at the very last. heh
how do I make a leg or arm IK rig?
Create a new post.