In Blender, an armature is an object used to deform the geometry of a 3D model in controlled sections without directly modifying its geometry. Posing is the action of modifying the rotation or location of the parts of an armature.
An armature is formed from a hierarchy of connected bones. A bone is a straight segment with a spherical joint at each end.Each joint has a separate role:
A chain of bones is composed of alternating head and tail connections. This order results in a sequence of parent and child connections:
Blender can use two methods to calculate the spatial orientations of bones:
Forward Kinematics is impractical for posing complex armatures since it requires you to adjust each individual bone separately. Fortunately, Blender provides a set of bone constraints. A constraint is a property applied to an object to control its movement in relation to other objects. The Inverse Kinematics (IK) constraint reverses the order of Forward Kinematics and enables you to move the tail of one bone while its parent bones are automatically oriented.
An IK constraint is made up of two objects which control the tail and the head of a bone:
The target moves the tail of a bone while its parent bones are automatically oriented.
The pole anchors a bone's head to control the roll of the armature. This can be used to pose the elbow and knee joints of a character.
In this example, an IK constraint is added to the armature shown below:
ik_bone. Extrude a new bone perpendicular to
target. Under Properties > Bone > Relations, uncheck Connected.
Set the parent of
polefrom the head of
pole. Under Properties > Bone > Relations, uncheck Connected.
pole upwards perpendicular to
ik_bone so that its head is not overlapping
poleand the head of
ik_bonecan be adjusted during animation.
polecan be a child of
targetif you want
targetto control its position. Otherwise,
poleshould not have a parent connected to the armature.
Armatureand Bone to
Armatureand Bone to
Set Chain Length to 4.
ik_bone(45º intervals are recommended).
When you move
target, it will control the tail of
ik_bone while its parent bones are automatically positioned. When you move
pole, it will rotate the head of