| ... | ... | @@ -56,8 +56,8 @@ animated, and if it is parented to another bone, it will follow the parent bone. | 
|  |  | ## Item | 
|  |  |  | 
|  |  | Sometimes you would like items to be synced in your model. | 
|  |  | You can do so by creating special, cube-less bones with a specific tag written before the actual bone name. Depending of | 
|  |  | the the tag used, the item that will be displayed will be treated as if it was equipped in the corresponding slot | 
|  |  | You can do so by creating special, cube-less bones with a specific tag written before the actual bone name. Depending on | 
|  |  | the tag used, the item that will be displayed will be treated as if it was equipped in the corresponding slot. | 
|  |  |  | 
|  |  | ### Head Display | 
|  |  |  | 
| ... | ... | @@ -102,6 +102,22 @@ when being leashed. | 
|  |  | You can create as many bones as you want. You can leash the model using the [Leash](/MythicMobs/mechanics/model/Leash) | 
|  |  | or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics | 
|  |  |  | 
|  |  | ## Inverse Kinematics | 
|  |  |  | 
|  |  | ### Segment | 
|  |  |  | 
|  |  | **Tag: `seg_`**<br> | 
|  |  |  | 
|  |  | Segment bone is a special type of bone that is animated procedurally, following the parent bone using the least amount of | 
|  |  | movement required through rotation or position. This is very useful when creating dynamic models such as worms, tails and | 
|  |  | hair. | 
|  |  |  | 
|  |  | As of R4.0.7, segment tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the | 
|  |  | back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic. | 
|  |  |  | 
|  |  | Check out this [segment demo](../Assets/Demo/segment_demo.zip) as reference for how to set up the bones and use the segment | 
|  |  | mechanic. | 
|  |  |  | 
|  |  | <br><br> | 
|  |  |  | 
|  |  | # Hitbox Tags | 
| ... | ... |  |