I made an animation of a robot with 6 Legs following the tutorial “Making a Mechanical Walking Creature in Blender” from Polyfjord on Youtube. I have parented the Armature as well as the Body of the Model to an Empty which I use as a “body controller”. This gives me the opportunity to animate my robot and to easily apply general animations to the group.
To Animate the legs of the robots, I used the “Follow Path” Constraint on the IK-Bone of the Armature where I use a Path and called it “Walk-path”. Now to animate my model in which it is moving forward, I have created a new Empty, where I parented the Walk-path as well as the body controller empty mentioned previously.
Now my question: If I move the last mentioned empty on the Y or X axis, my armature, or more specifically my IK-Bones of the armature are not staying/sticking with the armature. On top of that, they are moving always double the distance on the Y or X axis. Because of this, the movements of my armature is not functioning as it should. I have checked and the IK-Bones of the Armature are parented to the Body Controller. What do you think, could be the problem here?
You’d be best off sharing a file with your rig.
If your IK targets are ultimately parented to your empty (IK target->body controller->empty) and also constrained via follow path, and the path they’re following is also ultimately parented to that same empty, you will get doubled transforms. First, the IK targets will inherit movement from their parentage; then, they will evaluate that inherited position on the follow path, a path which has also inherited movement from its parentage. So that could potentially explain what you’re seeing. If it does? Unparent the IK targets, and make sure that it is a root bone that is inheriting from the empty (via a copy transforms or child-of constraint), not the armature-- because you can’t really stop the IK targets from inheriting the transform of the entire armature. (Well, you could, but it wouldn’t be worth the trouble.)
Blender File: https://file.io/2mst8gn8Jcgo
Thank you very much for your reply and the time you have taken.
I disconnected the IK connection to the body controller, which did the trick.
But now some of the parts to which I have given some specific animations are behaving in a strange way if I alter with its location on the Y and X axis.
Is this problem coming from the same direction as the IK bones?
In the blend file I uploaded, I left everything as in my previous post.
I haven’t looked at the file, since you say the problem is resolved.
If you change parentage (or constraints, or other settings) you should expect existing animation to no longer work. You have to recreate it.