@@ -34,17 +34,11 @@ Note that rigging only uses extents of the bone for skeleton setup, joint pose d
## Inverse Kinematics
Instead of computing the positions of the bones from the joint poses (forward kinematics), in inverse kinematics, joint positions are computed from target positions.
To associate a target position with a joint, select `Add IK` and edit the target position. Multiple target positions can be associated with the same joint but targets need to be explicitly enabled using the checkbox.
In the [animate](../animate) mode, once inverse kinematics is implemented, joint rotation(pose) is updated based on the enabled IK handles.
[TODO IK video]()
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### Toggling Linear Blend Skinning with Threshold
In the [animate](../animate) mode, once inverse kinematics is implemented, joint rotation(pose) is updated based on the enabled IK handles.
You can press `u` or `U` to toggle between linear blend skinning with or without threshold.