ik solver not solved properly

ey guys.
I’m having problems with a scene here. I mainly have 3 bones;

direction (the one the real stuff is parented to)
null (childbone of “direction”)
ik (ik solver of "null)

here is an image:
http://www.blender3d.ch/linkson/remembering003_whatswrong2.jpg

ok this setup is quite ok, but when I move the iksolver over a certain area the solved bone (null) lags a bit. this image points along the direction bone. you see the diffrence between ik (selected) and null:
http://www.blender3d.ch/linkson/remembering003_whatswrong1.jpg

here is a blendfile:
http://www.blender3d.ch/linkson/remembering003_whatswrong.blend

any ideas why this is?

hi,
i have been looking at the .blend …

  1. the possible locations of end of the direction bone ( plus it’s attached null bone) in your setup are restricted to a sphere around the root of the direction bone ( since bones by default are not allowed to alter their length)

  2. on the other hand your IK is allowed to go to every spot in 3d space … so IK solver tries to match requirement for the null bone as close as possible and it does it’s job as intended

so if you want the direction bone to end up in IK you need to use the stretch to constraint instead of IK solver. this will allow the direction bone to change it’s lenght. you can drop the null bone in this case and it will be much faster btw.

<Edit>
IK solver is used for mutiple bone chains, where the available locations are restricted to a ball with radius = sum over all bone lenghtes and within
N.B. : sphere is a surface … ball is a volume
</Edit>

/BM

thanks alot! you’re the man :wink:

cu, marc.