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rayguo
04-20-2003, 04:05 PM
the 3.0 book says:
With 2D and 3D chains, you can rotate a bone in X. However, you cannot do
this with a 2D chain that is solved in inverse kinematics (its effector is
translated). The solving of the chain in IK overrides any animation that has
been done on a bone¡¯s X or Y rotation. To solve the problem of being able to
rotate the IK bone in X, you can set its Roll value.

i cannot do this with a 2D chain ?
but i find i can rotate any bones in 2d chain why?

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