IK Legs Mess Up in Render

I have created an animation with this robot, and everything looks fine and normal in the viewport, but once I render it out in any render engine it does this weird thing that you see in the image below. It looks like the IK controls just forget to move forward and instead move up…? Would appreciate any thoughts on what is going on.

There are only two reasons I can think of why your rendered pose would be different than your viewport pose.

One, differences in render settings for your modifiers (like if you have the armature disabled in render but not in preview, or something like that.)

Two, dependency loops. Open up a console window and look for any dependency cycle warnings.

Thank you so much! So I looked at the console and sure enough there are dependency loops happening. Here’s just one section of many parts of the console output that look almost identical:

Dependency cycle detected:
  OBmetarig/BackTube_Top.002/POSE_IK_SOLVER() depends on
  OBmetarig/BackTube_Top.010/BONE_READY() via 'IK Solver Owner'
  OBmetarig/BackTube_Top.010/BONE_CONSTRAINTS() via 'Constraints -> Ready'
  OBmetarig/BackTube_Top.011/BONE_DONE() via 'Copy Rotation'
  OBmetarig/BackTube_Top.011/BONE_READY() via 'Ready -> Done'
  OBmetarig/BackTube_Top.011/BONE_CONSTRAINTS() via 'Constraints -> Ready'
  OBmetarig/BackTube_Top.011/BONE_POSE_PARENT() via 'Pose -> Constraints Stack'
  OBmetarig/BackTube_Top.010/BONE_DONE() via 'Parent Bone -> Child Bone'
  OBmetarig/BackTube_Top.002/POSE_IK_SOLVER() via 'IK Solver Result'

What would you suggest I do to fix this? I am sorry that I cannot upload my project since I am a new user.

Actually, I fixed the dependency issue because it wasn’t really on the legs, it was on the tubes in the back…and the issue remains. This time no dependency errors show up.

Where do you edit render settings for modifiers?

Look on properties/modifiers, for eye and camera icon differences (or, more generally, for differences in render and preview settings for modifiers like subsurf that have them.)

I totally figured it out and it was something completely different lol…I had a limit distance constraint on the foot bone, which was working in the viewport to keep the foot from disconnecting from the leg, but I guess in the render it totally didn’t work… so I just deleted it and now it works :slight_smile:

Thanks again for your help, and it’s good to know where those settings are!