I’ve a very simple question but I haven’t found the solution anywhere.
Let’s see if you guys can give me a hand
I would like to know if in blender it’s possible to avoid collisions (for example of a tentacle) with any object, so that blender recalculates the inverse kinematics to ensure that the bones do not pass through the object.
I’ve tried using the “limit distance” modifier, but it can only be applied to the IK bone that is separated from the chain. However, when this modifier is applied to the rest of the bones, it has no effect on the rest of the bones that make up the kinematic chain.
So, how can I avoid, for example, the collision of the sphere with the rest of the bones to ensure that they are not crossed by it?
Thanks a lot.