Mesh gets glitchy and does not follow the controller in the viewport.
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Hi, I am having a weird issue on my rig. I rigged my character by using mixamo, and was trying to make a running cycle animation. The problem is that her legs get glitchy and the mesh does not follow the controller properly. For example, at frame 1, her legs and foot are supposed to look like this.
However, it gets glitchy and messed up like this if I click any other frame and come back to frame 1.
This glitchy mesh looks different every time depending on which frame I am on before I click frame 1. For example, now it looks like this if I click frame 12 and come back to 1.
This only happens to her legs. The upper body moves fine without any issue.
In this situation, If I grab her foot controller (or IK pole Vector for knees) and move just a bit, it instantly snaps back to normal and looks fine. But it still gets messed up if I click other frames on viewport or play the animation.
I also noticed that this issue does not happen if I change the animation evaluation mode into 'DG'. This issue seems to happen only in parallel mode. If I pose or play animation in parallel mode, I get a message below in the script saying "// Warning: Cycle on '_Keyierce_Taylor_Rig_v1_2:LeftLeg_IK_CTRL_In_Rig_CONST_GRP_parentConstraint1.target[1].targetTranslate' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.)"
However, I prefer animating in parallel mode always because I can check my animation so much more smoothly with cache... I do not know why this is happening and how to fix it... Would there be any solution so I can still animate this rig in Parallel mode, not DG?
Thank you so much.