These are the types of constraints that can be added. To define the orientation of an object, use Xform Local Set local axes . The following are used to toggle the creation of jacks and selection handles. This way you can weight the different constraints, so that a constrained object will tend to meet one constraint more than another. You can change the weight value either by clicking in the field, typing a value and pressing Enter , or dragging the slider bar.
Weights are animatable.
If two constraints on a skeleton conflict with each other, the IK will find a compromising solution between the two constraints. If one constraint has a higher weight than another constraint, then the former constraint will have more influence in the IK solution. It is recommended you use weights between the values of 0.1 and 10. Although you can choose weight values of up to 100, the higher the weight value, the more unstable the IK algorithm will be. For example, a skeleton chain constrained to a single animated object with a weight of 1.0 will produce smooth animation, whereas a weight of 100 will cause some of the joints to jerk back and forth during the animation.