La contrainte Limit Rotation

This constraint restricts the rotation of an object or bone to be inside specified angular limits. The limits are given as Euler rotation ranges (a min and max angle), and a separate range can be given for each of the three axes.

As with all constraints in Blender, this does not (by default) restrict the user-set rotation values of the object/bone as seen in the Transform panel. When the object/bone is rotated outside the limit range, it will be constrained to that range in its final displayed/rendered position, but the user-set rotation values will still be outside that range. If the constraint is removed, the object/bone will then jump back to match those user-set values.

Something unique about the Limit Rotation constraint (as compared to the Limit Location and Limit Scale constraints) is that rotations loop, and therefore the meaning of the limit range is subtly different. All constraints in Blender internally work on transform matrices, which can’t distinguish between e.g. 180 and -180 degrees, or 0, 360, and 720 degrees. In other words, any angles that result in the same visual rotation are indistinguishable to the constraint system.

What this means for the Limit Rotation constraint is that when the user-set rotation is outside of the limit range, the final displayed rotation will snap to the closest visual rotation in that range, not the closest numerical angle. For example, if you have a limit range of 0 to 90 degrees then a user-set rotation of 340 degrees will actually snap to 0 degrees because that is the closer visual rotation, even though 340 is numerically closer to 90.

Note that this constraint does not constrain the bone if it is manipulated by the IK solver. For constraining the rotation of a bone for IK purposes, see Inverse Kinematics.



Le panneau de Limit Rotation.

Limit X, Y, Z

Ces boutons activent la limite de rotation autour respectivement des axes X, Y et Z du propriétaire, dans l’espace Owner (Propriétaire) choisi. Les champs de nombres Min et Max à leur droite contrôlent la valeur de leurs limites inférieure et supérieure, respectivement.


  • Si une valeur min est supérieure à sa valeur max correspondante, la contrainte se comporte comme si elle avait la même valeur que la valeur max.

  • Contrairement à la contrainte Limit Location, vous ne pouvez pas activer séparément les limites inférieur et supérieure.

  • La contrainte peut être utilisée pour supprimer simplement le cisaillement de la transformation propriétaire en laissant toutes les limites désactivées.


Allows specifying which Euler order to use when applying the limits. Defaults to the order of the owner, or XYZ if the owner uses non-Euler rotations.

Affect Transform

La contrainte est prise en compte lors de la rotation manuelle de l’objet à l’aide des outils de transformation des éditeurs. Cela empêche d’attribuer des valeurs de propriété de transformation (comme indiqué dans le panneau Transform) qui dépassent les limites spécifiées.

Legacy Behavior

For backwards compatibility: make the constraint behave in the semi-broken way it did prior to Blender 4.2. This old behavior does not properly account for the looping nature of rotations, and therefore causes unpredictable/erratic rotation snapping. However, this behavior can still be useful in some specific circumstances when Owner is set to local space, and some older rig setups utilize that. However, that behavior is better and more robustly accomplished with drivers directly on the object/bone’s rotation properties, so new rigs should favor that approach over using this option.


Cette contrainte vous permet de choisir dans quel espace évaluer les propriétés de transformation de son propriétaire. Voir propriétés de contrainte communes pour plus d’informations.


Contrôle le pourcentage d’effet de la contrainte sur l’objet. Voir Propriétés de contrainte communes pour plus d’informations.