# How to avoid bone roll on “Rotation Constrained” IK bone?

For 2d cutout animation sidefacing rig (XZ plane), movement and rotation in Y axis is restricted with constraints.However even after applying IK constraints to the IK chain and location constraints to the IK target there is still rotation in the Y direction . Also bones roll on movement.

How to avoid this ?

• Hello, please share your file: blend-exchange.giantcowfilms.com – moonboots Jun 29 at 7:39
• Hi,blend file has been provided and question has also been updated. – Starzar Jun 29 at 7:54
• Actually you have a very small bone (the one on the top of your arm, called Bone) that is not constrained, that's why the other moves even though you've limited them, is it your problem? – – moonboots Jun 29 at 9:39
• I have updated the blend file , now it should be fine ,The rotation limits of the last ik bone (shoulder bone) can't be set to be in straight direction because of the axis switching on setting rotation limits. – Starzar Jun 29 at 11:57
• not sure to understand but have you solved your problem? It seems like you need to set the IK chain length though... – moonboots Jun 29 at 12:26

On aligning them to view and setting roll with ARMARTURE - BONE ROLL - RECALCULATE ROLL - VIEW AXIS , the bone roll was resolved.