Blender Animation Issue – Are My Bone Constraints Wrong?

Question Animation

Hello everyone, I've encountered a weird problem.


When I switch animations in Blender, the bones don't immediately move to their correct positions. They only snap into place after playing the animation for a moment.


This also affects my exported FBX files. The first few frames of the animation appear messed up before settling into the correct motion.


My export settings:

Operator Presets β†’ FBX Character


Could my IK setup be too complex?

Or am I using certain Bone Constraints that I shouldn't be?


Any help would be appreciated!


Project

https://mega.nz/folder/UU0wELBY#6WWvhSjmmewIL264euj-vg



Previously, I found that when moving the IK, the wrist angle looked weird. So, I added an extra bone (a circular bone) at the end of the lower arm for the IK to track. This way, the wrist stays naturally straight.


However, this caused a problem. Disabling Damped Track fixed it.

But I also used Damped Track for head movements to make turning the head easier, and this seems to cause animation issues as well.


Is there an alternative method to achieve the same effect?_3_2_上午_12_01_53.png_3_2_上午_12_08_27.png

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Reply
  • Dwayne Savage(dillenbata3) replied

    It's a buffering problem. After switch actions, press right arrow then left arrow to force Blender to update. Then it should work. This is a known issue in blender. I usually do the arrow thing 3 times, because in older version it took that many times to get everything aligned. 

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