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Bones are the individual sections of an armature that are used to deform the mesh. Bones act like other objects (they have properties and can have constraints) but are invisible in the render.
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How to make sure the final bone in an IK chain doesn't rotate?
I've got a chain of inverse kinematic a bones, and I want the one that I grab to be unable to rotate while it is moving. How do I do this? …
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How to maintain IK chain angle to target?
I've got a robot assembly arm (http://sendvid.com/ze9l813s) set up with an inverse kinematics solver, but I don't know how to keep the end bone from rotating. I need that bone to remain perpendicular …