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My guess is that changing the scale flips the axis (or axes if multiple), causing it to be mirrored for the bones, their positions, and rotations, but it does not mirror/flip the target position, causing the issue. That would be my guess. I’m not sure why CCDIK would work, but my guess is that it’s because CCDIK is an iterative solver and it only keeps the angle to get bone in account.


That said though, negative scaled skeletons and bones can be tricky even without IK. Unless your project needs negatively scaled skeletons, I would highly recommend keeping the skeleton at a positive scale to prevent the issue.

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We do need it.
The problem was that when getting the bone length, you checked if the scale > 0 and set it to zero otherwise.
It's a simple fix, if you want to add it to your project

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Ah, neat! I appreciate you letting me know and I can pull it into the project and release it as a bug fix (with proper credits to you for finding the fix 🙂)

Edit: was going to try and get it over the weekend, but other things came up and I didn’t have time. Will try to add it in this upcoming weekend. Sorry for the delay.

Thanks for letting me know about this! Version 2.8.0, which was just released, fixes this issue. 🙂