Constrains an object to another constrained object.
Constrains an object to the same position in space as the rotate pivot position of the object to which it is constrained.
Constrains an object node to the same orientation as the object to which it is constrained. To define the orientation of an object, use Transform > Local > Set Local Axes.
Creates a jack primitive at the point of constraint. If this option is not on, a NULL node is created.
Creates a selection handle at the point of constraint.
Weights are useful if you have constrained an object to more than one other object. 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 (Windows) or (Mac), or dragging the slider bar. Weights are animatable.
If two constraints on an object conflict with each other, the system will find a compromise 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 solution.
In general it is not useful to apply a constraint directly to a skeleton joint. For example, if a point constraint is applied to a joint, moving the constraint object would cause the bone to stretch. Normally, you should create IK handles (using Animation > IK > Add IK Handle) and then constrain the IK handle to an object. To make this easier, if Animation > Tools > Create Constraint is applied to a skeleton joint, an IK handle is created and a null node is added in the SBD window.