Description

User checks bTakeRotationFromEffectorSpace before changing EffectorLocation from BoneSpace to WorldSpace. Once set to World Space, the 'End Effector' section of properties becomes hidden and bTakeRotationFromEffectorSpace is no longer visible to uncheck. This results in AnimNode_TwoBoneIK.cpp continuing to use the variable bTakeRotationFromEffectorSpace to determine the EndBoneCSTransform, when it should now be determined from World Space.

It is suspected that "...the lines in AnimNode_HandIK that check both bTakeRotationFromEffectorSpace and bMaintainEffectorRelRot to modify the EndBoneCSTransform should be guarded by "if ( bBoneSpace )

{ ... }

"."

Steps to Reproduce

Entered bug per instruction, however, I currently do not know how to reproduce this. Reached out to Matt Williams for repro steps.

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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Fixed
ComponentUE - Anim - Rigging
Affects Versions4.10.44.11
Target Fix4.12
Fix Commit2933457
Main Commit2944273
CreatedMar 29, 2016
ResolvedApr 5, 2016
UpdatedOct 7, 2020