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IK slow interpolation. make faster?

im implementing two bones IK on foot system, all seems to work except the speed of IK is very damn slow:

1

it is clearly an interpolation, the closer the foot gets to the target - the slower it moves further. the whole movement takes around 2 seconds to complete, i would like it to be almost instant (0.3 sec or so).

the alpha node in Two Bones IK is set to 1.0 (maximum). what am i missing?

Product Version: UE 4.11
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asked May 28 '16 at 02:33 PM in Blueprint Scripting

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Arty-McLabin
925 20 44 64

avatar image PasteDog Sep 19 '16 at 01:12 PM

Show your IK setup! There is definitely wrong with a Lerp function somewhere.

avatar image SlimeQ Nov 21 '17 at 12:02 AM

bumpy bump

avatar image SlimeQ Nov 21 '17 at 12:02 AM

This is killing VR hand IK for me. Way too slow!

avatar image Demnus Sep 25 '18 at 10:35 PM

Same problem here! It's too slow!

avatar image SlimeQ Sep 26 '18 at 03:44 PM

I never really got this working like I wanted, but being a little wiser now I think this may have something to do with tick groups. You want your trace/ik to occur after your character tick but before rendering, anything else will cause latency

avatar image Arty-McLabin Sep 26 '18 at 06:13 PM

didn't the answer i've submitted work for you guys?

avatar image Demnus Sep 26 '18 at 09:37 PM

Figured that it's not IK problem. The whole anim instance thing are actually ticking slow. Or rather it's VR motion controllers updates faster with "Low Latency Update" turned on. So everything that's directly attached to them moves faster than IK bones are updating. I turned the thing off and everything now in sync, tough now everything just equally laggy. But I guess I can live with it for now. Also for a sword fighting game, it can be a good Idea to drive tips of the swords with controllers with "Low Latency Update", while handles would move by IK. So tips of the swords would be very responsive, and handles would't fly out off hands.

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2 answers: sort voted first

The solution have nothing to do with the engine settings, rather it is alternating the IK setup. Make sure your Lerp node takes input of initial starting point each time, rather than "current foot position", or alternatively play with that lerp inputs math to adjust it's curve

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answered Nov 21 '17 at 03:38 PM

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Arty-McLabin
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u should adjust option about "World to Meters" , in World setting / alt text

hope it works .good luck

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answered Jun 06 '16 at 04:09 AM

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youthnick
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avatar image Arty-McLabin Jun 07 '16 at 01:33 PM

nope, no effect. can you explain what VR world-to-meters have to do with the problem?

avatar image SlimeQ Nov 21 '17 at 12:02 AM

truly an awful solution. you really shouldn't mess with VR world size for any reason

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