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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-12-16T10:14:56+00:00</updated><id>https://godotengine.org/</id><entry><title>Inverse Kinematics Returns to Godot 4.6</title><link href="https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/"/><updated>2025-12-16T10:00:00+00:00</updated><id>https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/</id><summary>Now Godot has Inverse Kinematics in 3D.</summary><content type="html"><style>article .content img { background-color: initial; }</style>
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title>Godot Engine Official</title><link href="https://godotengine.org/atom.xml" rel="self"/><link href="https://godotengine.org/"/><updated>2025-12-16T11:56:00+00:00</updated><id>https://godotengine.org/</id><entry><title>Inverse Kinematics Returns to Godot 4.6</title><link href="https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/"/><updated>2025-12-16T10:00:00+00:00</updated><id>https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/</id><summary>Now Godot has Inverse Kinematics in 3D.</summary><content type="html"><style>article .content img { background-color: initial; }</style>
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<p>In Godot 4.6, IK is back in 3D!</p>
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<p><img src="/storage/blog/inverse-kinematics-returns-to-godot-4-6/picture01.webp" alt="IK on the table" /></p>
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<p>Of course, “IK” means inverse kinematics.</p>
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