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I applied rotation constraints to my bones so that they can only rotate around the X axis.

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Then I use the "inverse kinematics" modifier and it completely ignores the rotation constraints.

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How to force inverse kinematics to consider rotation constraints? Or maybe there is another way to limit the rotation of the bones so that it looks like a mechanical joint?

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The Limit Rotation constraint doesn't work on a bone that is part of the IK chain. To constrain the bone rotation, select it, go into the Bone panel > Inverse Kinematics, and lock or limit the rotation:

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