Recently, I’ve been having a problem with inverse kinematics where when I switch from edit mode to pose mode the bone with inverse kinematics will for some reason become attached to the controller bone when the controller bone is not supposed to be connected. This results in all the bones within the IK chain becoming misaligned and in turn messes up the model when the armature is parented to the mesh.
In contrast, this model which I was working on a couple of days before, doesn’t have this problem along with all of the other models I’ve made in the past that use inverse kinematics.
I’m not sure what the heck has been going on recently that’s causing problems with the other more recent models’ armatures.
When you select a target bone in the inverse Kinematics constraint the bone with the constraint will automatically try to target that bone.
As long as the target bone is not too far away it will seem attached, but in reality it is not, if you move the target bone further away it will “disconnect” leaving the bone with the constraint (and its parents along the chain) in a straight line pointing towards the target bone.
This is what is happening in your last 2 screenshots. If you move the target bone close enough to the bone with the constraint (the yellow one), you will see that it also seems to connect.
That is how it is supposed to work.
I see no problem in your screen shots.
In edit mode the inverse kinematics do not work that is why in edit mode the bone with the constraint does not target the target bone. In edit mode the bones display in the way you created them.
I’m sorry but I’m not entirely clear on what you’re talking about.
You say that there isn’t a problem but for me there clearly is as when I parent the mesh to the armature, the mesh is out of its default pose due to the parts of the armature comprising the IK chain being re-positioned.
The older model happens to have a rest pose that doesn’t change when you enable IK. That’s because the rest pose has straight bones, aimed directly at the IK targets. When it can’t reach the IK target, it makes straight bones pointed at the IK targets.
If you are concerned about change from rest to pose in the top pics, its a simple fix. Move the IK target (its head, its tail doesnt mater) to the tail of the IK constrained bone in edit mode.
If for some reason that doesn’t match your ultimate goal, we need to know that ultimate goal to make recommendations.
I am talking about how IK works, pose mode poses the bones, edit mode does not.
When you set the IK constraint, pose mode will pose the bones to point to the IK target.
As bandages says for the bones to not move in pose mode when you set the constraint you need to move the control bone in edit mode.
If you do not want that movement, in edit mode select the tail of the last bone that has the constraint and hit Shift S – “cursor to selected”. This will place the 3d cursor on the tail of the bone like this.
It is important that you understand that that is what the IK constraint does, it points the bone with the constraint towards the target bone pulling the other bones in the chain with it, whenever possible it will make them touch.
If they can not touch all the bones in the chain will be in a straight line pointing towards the target.