Setting movement limit constraints

Often, it is very useful to put movement limitations on the bones of a rig, for several reasons—usually, to make them easier to work with, but also to establish a maximum range for the rotation of the limbs or other parts like in the mandible or the eyelids.

Two types of limits for the bones are: by the Transform locks, and by bone constraints.

Getting ready

Load the Gidiosaurus_shapekeys.blend file, select the Armature, and go in Pose Mode.

How to do it…

Let's start with the Transform locks:

  1. Select the eyebrow.L bone and if not already present, press the N key to call the 3D viewport Properties sidepanel. Go to the Transform subpanel, which is the first entry at the top, or also to the Transform Locks subpanel under ...

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