Limited in customizing Inverse Kinematics - all solvers would rather allow joints to lock up than bend the other way.

Godot Version is 4.6

Hi all! I am encountering an issue trying to set up good looking IK before I move onto learning Godot more thoroughly as I also attempt to tackle procedural animation.

My issue, concisely, using any of the 3 new solvers added, is that I cannot prioritize which bones do and don’t bend first, and by how much. This can lead to certain joints locking up in their attempt to take the most direct path, before hitting their limit due to a circle constraint, as opposed to bending the other way where it would not be locked up.

My question is, is there an easy way to build in ‘resistance’ to individual joints in an IK line to force others to put in work sooner/first, or to otherwise modify the built-in solvers to ensure joints will bend the way less limited by constraints, even if it is technically not the path of least resistance?
What could this code look like, vaguely? Or could this be done with certain nodes?

Best place to ask would be the Github ticket where this feature was merged in. It’s possible that the person who added the code is the only one who knows at this point.

I will look into this myself ofc, but if you could direct me to this specific ticket incase I cannot find it, that would be strongly appreciated
Thank you!

I have no idea. Look under Closed Issues. I don’t know what the 3 new solvers are called. Search for them by name. Also just look for IK. You can sort by date. Alternately, if they were in an announcement for a version, they will be linked from that announcement.