Implement animation blending with IK node

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:bust_in_silhouette: Asked By Semihazah

Hello, first time question, been using Godot off and on for about a year.

I’m trying to implement IK foot placement for a few weeks now. I can get the foot of my model to snap to the floor, but now I don’t know how to mix it in with my animations.

I’m using the SkeletonIK node to move the foot to a raycast hit location, but now that chain of bones won’t animate anymore. How would I blend the idle or run animations with the IK result in an AnimationTree?

I tried making an animation with the IK target and adjusting it in the script, but they don’t share animation tracks.

EDIT: fixed image link

:bust_in_silhouette: Reply From: rburing

Blending animations with IK currently seems to be handled differently from blending in the rest of the animation system. Namely, the reason that

now that chain of bones won’t animate anymore

is that the interpolation property of a SkeletonIK node is set to 1 by default.

Simply change interpolation to have a value less than 1 (or animate it).