
The IK (Inverse Kinematics) Constraint allows you to control a chain of bones using a single point, rather than rotating each bone individually (Forward Kinematics). This is particularly useful for animating limbs like arms or legs, where moving a hand or foot automatically calculates the necessary joint rotations.
- FK vs. IK: Forward Kinematics (FK) is default; IK is superior for limbs that need to stay planted or follow a specific endpoint.
- Visual Feedback: Bones under the influence of an IK constraint appear highlighted in yellow in the viewport.
- Hybrid Rigging: You can animate the "Strength" property down to 0% to temporarily disable IK and return to manual bone rotation (FK) for specific frames.