From b53dd3860c6334de88d34d6b2480e08c49974c1c Mon Sep 17 00:00:00 2001 From: "Silc Lizard (Tokage) Renew" Date: Tue, 16 Dec 2025 19:10:33 +0900 Subject: [PATCH] Correcting quotation mark errors in the IK article (#1226) --- collections/_article/inverse-kinematics-returns-to-godot-4-6.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/collections/_article/inverse-kinematics-returns-to-godot-4-6.md b/collections/_article/inverse-kinematics-returns-to-godot-4-6.md index 9ecb650cba..4d957640fc 100644 --- a/collections/_article/inverse-kinematics-returns-to-godot-4-6.md +++ b/collections/_article/inverse-kinematics-returns-to-godot-4-6.md @@ -108,7 +108,7 @@ The following are the improvements and additions made in Godot 4.6 to make the I For example, there are cases where Twist is applied before IK calculation, or where the end bone is directed toward the IK target after IK calculation. -In Godot 4.5, the `BoneConstraint3D` could only assign bones as reference objects, but in 4.6, it can now assign [Node3D] objects. +In Godot 4.5, the `BoneConstraint3D` could only assign bones as reference objects, but in 4.6, it can now assign `Node3D` objects. ![Inspector of new BoneConstraint3D](/storage/blog/inverse-kinematics-returns-to-godot-4-6/inspector-new-bone-constraint-3d.webp)