Scroll timeline in attached .blend file to see what's up.
armatureA and armatureB are otherwise the same, only B has a pole target set for the IK constraint on bone2. Rotation limits set on bone2 are handled correctly on both armatures (neither is ever completely straight, because X rotation is limited), but on armatureB, limits set on bone1 are ignored.
Description
Description
Related Objects
Related Objects
Event Timeline
I was wondering if this bug could be reopened, or added to the new todo list on the wiki, or a explaination to why it cant be fixed.
I recently found this bug or limitation a problem while rigging.
Some reasons to IK lock the final chain bone:
- Prevent a finger from spinning on the Y axis.
- Prevent shoulder joint from spinning on the Y axis.
Old wiki reference seems to be gone: http://wiki.blender.org/index.php/Dev:Ref/Outdated/Release_Notes/2.46
New file with same problem:
With an IK bone constraint, the last bone in the chain cannot be XYZ locked if using a pole target.
Please do not reopen old bug reports.
There is no particular reason this feature can't be implemented, it just takes quite a bit of work. For requesting features like this, see here:
https://wiki.blender.org/index.php/Dev:Doc/Contact#Requesting_Features