I got stuck with rigging. I want the joints to stick together like this:
If you rotate the first arm, the second one shall rotate in the opposite direction, an the third arm must rotate like the first one. The pictures above should make clear the movements. How can I do that with inverse kinematics?
Just scale the “Stretch” bone in its Y axis (key S YY …) or use Global Z (key S Z …) axis, or just press Play to see the animation.
Cheers, Clock.
EDIT:
If you make bone “Stretch” a parent of “root” to inherit location and rotation, then you can also rotate the whole setup by rotating “root” and it still all works.