diff --git a/doc/classes/FABRIK3D.xml b/doc/classes/FABRIK3D.xml
index 90cf990d9f..2e4a15ad0f 100644
--- a/doc/classes/FABRIK3D.xml
+++ b/doc/classes/FABRIK3D.xml
@@ -9,5 +9,6 @@
[b]Note:[/b] When the target is close to the root, it tends to produce zig-zag patterns, resulting in unnatural visual movement.
+ https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes
diff --git a/doc/classes/IKModifier3D.xml b/doc/classes/IKModifier3D.xml
index 5d22fddf60..cf698efa94 100644
--- a/doc/classes/IKModifier3D.xml
+++ b/doc/classes/IKModifier3D.xml
@@ -7,6 +7,7 @@
Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
+ https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes
diff --git a/scene/3d/two_bone_ik_3d.cpp b/scene/3d/two_bone_ik_3d.cpp
index f76c0bfa61..bcd4c13f9e 100644
--- a/scene/3d/two_bone_ik_3d.cpp
+++ b/scene/3d/two_bone_ik_3d.cpp
@@ -770,7 +770,6 @@ void TwoBoneIK3D::_process_ik(Skeleton3D *p_skeleton, double p_delta) {
}
void TwoBoneIK3D::_process_joints(double p_delta, Skeleton3D *p_skeleton, TwoBoneIK3DSetting *p_setting, const Vector3 &p_destination, const Vector3 &p_pole_destination) {
- // Solve the IK for this iteration.
Vector3 destination = p_destination;
// Make vector from root to destination.