Constraint Types
IK Solver
	            
	
	            
	            To simplify animation of multi-segmented limbs (such as arms
	            and legs) you can add an IK solver constraint.  IK
	            constraints can only be added to bones.  Once a target is
	            specified, the solver will attempt to move the ROOT of the
	            constraint-owning bone to the target, by re-orienting the
	            bone's parents (but it will not move the root of the chain).
	            If a solution is not possible, the solver will attempt to
	            get as close as possible.  Note that this constraint will
	            override the orientations on any of the IK bone's parents.
	        
Copy Rotation
	            
	            
	
	            
	            This constraint copies the global transformation of the target and
	            applies it to the constraint owner.
	        
Copy Location
	            
	
	            
	            The constraint copies one or more axes of location from the target to
	            the constraint owner.
	        
Track To
	            
	
	            
	            This constraint causes the constraint owner to point its
	            Y-axis towards the target.  The Z-axis will be oriented
	            according to the setting in the anim-buttons window.  By
	            default, the Z-axis will be rolled to point upwards.
	        
Action
	            An action constraint can be used to apply an action channel
	            from a different action to a bone, based on the rotation of
	            another bone or object.  The typical way to use this is to
	            make a muscle bone bulge as a joint is rotated.  This
	            constraint should be applied to the bone that will actually
	            do the bulging; the target should point to the joint that is
	            being rotated.
	        
	            
	            
	
	            
	            The AC field contains the name of the action that contains
	            the flexing animation.  The only channel that is required in
	            this action is the one that contains the bulge animation for
	            the bone that owns this constraint
	        
	            The Start and End fields specify the range of motion from
	            the action.
	        
	            The Min and Max fields specify the range of rotation from
	            the target bone.  The action between the start and end
	            fields is mapped to this rotation (so if the bone rotation
	            is at the Min point, the pose specified at Start will be
	            applied to the bone).  Note that the Min field may be higher
	            than the Max.
	        
	            The pulldown menu specifies which component of the rotation
	            to focus on.
	        
Null
	            
	            
	
	            
	            This is a constraint that does nothing at all; it doesn't
	            affect the object's transformation directly.  The purpose of
	            a null constraint is to use it as a separator.  Remember
	            that if several constraints of the same type follow one
	            another, the actual constraint operation is only evaluated
	            once using a target that is an average of all of the
	            constraints' targets.  By inserting a null constraint
	            between two similarly-typed constraints, you can force the
	            constraint evaluator to consider each constraint
	            individually.  This is normally only interesting if one or
	            more of the constraints involved have an Influence value of
	            less than 1.0.