Ok, I see what you did. Honestly the amount of nesting has got me slightly confused, but following your specs has gotten the results I needed. So I was able to get past this hurdle. Thank you very much Monster.
Thanks Monster for taking the time, I finally got back to it today. Unfortunately your script locked the twist to the upper arm, versus twisting in union with the elbow. I have enough controls that I can just do a 1 to 1 between the IK and FK and not worry about percentages, was just trying to offer as much functionality…
Thanks Monster and Mrfred. I attempted to mimic your rig, and I must have missed an attachment somewhere, or a pivot axis I should have kept in 00 world space I instead rotated locally. Anyhow here is what I have. Tried to make it easy to follow. I didn't worry about hand/foot, as those are separate IK chains and work…
I want it to rotate. In y only for ybone and x for xbone.. But I want it to respect the local y axis. The orientation offset (which I still have not figured out where I get the correct numerical data - tran exp euler info doesnt seem to be it). Also the check box just resets the bone back to its original offset. Its still…