Here are the controls for setting the joint limits when using the HI Solver. You can turn X, Y, or Z axes on or off, limit them, and set those limits here. This is also where the preferred angle is defined, and adjusted. The preferred angle defines the direction a chain will bend, which angle a chain will tend to rotate toward.
Use the HD Solver if you need to animate sliding joints with inverse kinematics.
Example: To set the direction an IK chain will bend (preferred angle):
To understand setting the preferred angle it helps to use a simple example.
Create panel, click
(Systems) and turn on Bones.
(Auto Key), and drag the time slider to frame 50.
Move the goal so it is close to the root node.
Select any bone in the chain.
Hierarchy panel
IK panel, open the Rotational Joint rollout.
Play the animation. 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:
Select any object in the chain.
Hierarchy panel
IK panel, open the Rotational Joint rollout.