I’m got a claw assembly attached to a tenticle, when I switch from back and forth with the two different coordinate systems, the claw assembly flips direction.
Both of the objects are being controlled by a IK spline.
Is there a way to neglect this from happening, because with the world coordinate system I can animate with Y axis pointing straight up, not at a awkward angle, the same with the Z and X axis. The flip only occurs with the world coordinate system, not the object coordinate system.
I’ve uploaded a scene file of it.
claws_tenticle.c4d (730.9 KB)