AZmaybe9
about 1 year ago
Interesting. Gravity Collider uses Blender's ik system to put everything together. It just automates the process through pose mode rather than rest mode which is why t-pose is necessary for the time it's applied. (Can do that after animating though)
This also means that other modifiers in the stack can mess with things just like regular ik Blender overlap issues.
But not working with a basic set of bones extended into a chain makes no sense. It HAS to be some kinda conflict and I would like to work with you in some way to help figure it out.
My email: [email protected].