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- $\begingroup$ It's difficult to guess, maybe you could share a copy of your file without the model, with arms and animation only. Anyway it could be a viewport refresh delay (due to bones constraints) or a wrong IK pole position or bad IK bones rest position, or some kind of constraints circular dependency. $\endgroup$josh sanfelici– josh sanfelici2019-01-08 15:04:50 +00:00Commented Jan 8, 2019 at 15:04
- $\begingroup$ Thank you for your fast response.I added the blend file in the post. $\endgroup$T. Richter– T. Richter2019-01-08 15:20:20 +00:00Commented Jan 8, 2019 at 15:20
- $\begingroup$ Sorry, I'm not able to reproduce the issue, I checked frames 1, 11 and 16, and everything is in the same place both with everything unselected or selecting the IK controller. For troubleshooting purposes, you could try to avoid using frame 0, and have your animation going from 1 to 41 instead of 0-40, sometimes frame 0 in Blender leads to unexpected behaviours. I'm supposing that the big jump between (actual) frame 0 and 1 is intended, and you know that jumping back leads to frame 1 and not to frame 0. $\endgroup$josh sanfelici– josh sanfelici2019-01-08 20:24:38 +00:00Commented Jan 8, 2019 at 20:24
- $\begingroup$ Hm, thank you nevertheless :). Yes, I have my origin position at frame 0 and start the actual animation at frame 1. I am going to try to get rid of frame 0 today and see if that solves the issue. $\endgroup$T. Richter– T. Richter2019-01-09 03:40:03 +00:00Commented Jan 9, 2019 at 3:40
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