I have my character’s arms and legs setup with IK, so they remain at the same place in the world when moving other things (like the hip)
After playing with that for a while, i found it to be a little inconvenient. Sometimes (not always) i want the arms to move with the hip, and only the feet to stay fixed.
The solution i found to this was to add another bone (hipsupperbody) and parent the hip, and the arm IK controllers to it. In terms of posing things, this does exactly what i want. I can move the hip when i want all limbs to stay fixed, and i can move this bone when i want only the feet to stay fixed.
However, this seems to be coming with problems now. I’m making a run animation, which involves arm movement and hip sway. For the arm movements what i basically want is for the arm IK controllers to interpolate linearly, so that they move through world space in a straight line. And i figured linear interpolation would accomplish this.
However, it does not. because these controllers are parented to HipsUpperBody, as mentioned. When that twists, the arms move too, and as a result interpolating linearly between two positions causes them to move in a sort of arc. it’s frustrating.
What i really want is for the hipsupperbody to continue manipulating the hands and hip, as it does, but i don’t want to keyframe it. I’d ideally like all keyframes assigned to it, to be assigned to the hip instead. I basically want it to exist only as a helper for posing, and not be treated as part of an animation timeline.
I don’t think i can keyframe the hip directly, since i’m technically not moving or rotating the hip. It stays neutral relative to it’s parent (hipsupperbody) and assigning any keyframes to it would basically do nothing.
Have any of you ever attempted to do something like this? Is there a better way to accomplish it than what i’m doing? At the moment the only option i see is to strip it out
The ideal simple solution would be to make a bone interpolate through world space, instead of local space. But i have no idea how to do that, or if its even possible. I can’t even figure out any way to key world transforms, Rotation/Location seems to key it relative to its parent bone.