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I have a model whose hair is composed of several strands that I have each connected to a bone as part of the whole armature. What I want is for each "hair bone" to rotate at the tail in correspondence with the bone above her head (which I have unparanted). The goal is to use one bone to move all the other bones in unison so make it easier to bob her hair up and down as I animate her.

My first thought went to using that bone above her head as a Pole Target, but my understanding is that you need one IK bone for a pole target to work, and the thing is I have several "hair" bones, not just one.

What do I do?

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After some heavy research, I found that one simply can't assign multiple bones to a parent bone under the guise of copy rotation or any other such restraint option; it's a 1:1 bone ratio situation. But! Not to worry: I just created a few different bone groups, assigned each hair strand to a group according to its location on the head, and that did it. Still... I wish I could get the hair bones to rotate on its head instead of its base. It seems like I can do that but it'd take some wonky manipulation that doesn't seem worth the cost.

At any rate, this feels like a limitation Blender shouldn't have. I should be able to control multiple bones with one bone like a type of Pole Target bone without the inverse kinematics.

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