2009

6 Select any bone in the chain.
7 On the Hierarchy panel > IK panel, open the Rotational Joint rollout.
8 There are three axes. Find the one with the preferred angle that is not
zero.
9 Change the preferred angle. If it is negative make it a positive one.
10 Play the animation, see how changing the preferred angle can redefine
the direction of the rotation.
To set rotational joint limits on a hierarchy of objects or a bone chain:
1 Create a bone chain or a hierarchy of objects.
2 Select any object in the chain.
3 On the Hierarchy panel > IK panel, open the Rotational Joint rollout.
4 If you want to limit an axis, turn on Active and Limited, and set the
values of From and To. The hierarchy will rotate in the viewport.
TIP Pressing the From and To labels instantly rotates the bone to those angles.
Inverse Kinematics (IK) | 3419