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This has been prepared on the assumption that you're unfamiliar with Blender's animation and constraint handling... (Blend file below) When mixing animation, physics, parentage etc, a significant amount of time and trouble can be avoided by keeping things 'modular'. i.e. get the first part working, bake it, then the second, bake that etc. The philosophy ...


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Here is one workflow that might get you where you want to go: Set the 3D cursor to world origin Shift+s, 1 Create a "unit cone" with radius 1 and depth 1: Notice Location Z is set to -0.5. This places the vertex of the cone on the origin. Use the object menu to set the object origin to 3D cursor. Now the cone's origin is at the vertex. All scaling ...


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The Chain Length of the Inverse Kinematics constraint is including the bone that has that constraint. In your case the value is 3, so it applies to Bone7, Bone6 and Bone5. Therefor Bone4 is not part of the the IK setup and it's rotation behavior cannot be limited by the Inverse Kinematics settings in the Bone Properties. You can increase the value of the ...


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