Blender gltf ik doesnt seem to recognise last bone chain

When I export IK gltf and examine the model in a viewer the last bone (the one that turns yellow in blender) is not recognized. Are we required to make a target bone AND a helper bone? I feel like Im missing a step somewhere.

An exported glTF file contains “joints”, not “bones”, so there is no exact concept of the length or tip of the bone in the exported file, except as the span between two joints. I’m not sure I understand the distinction between target and helper bones, but you may find it necessary to put one more bone at the end of the chain, yes.

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When you set up ccdik solver it requires a target and an effector. I assume it would be the same way you have the target bone in blender and the last bone has the constraint (turns highlighted yellow). But the GLTF doesnt register the final joint, so I have to add two extra bones if you set up IK in blender. Im wondering if I should just skip setting up ik in blender at all and just use the bones as they are?

Ah, perhaps. I doubt that the IK setup in Blender has any effect on the exported file, it’d just be the bones/joints themselves, and the skinning weights on the mesh.

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