Alright, I didn't know that. Is there any tutorials that you recommend that talk about how to do that? The Knowledge Center tutorials don't talk about clavicle motion blending at all.
I bought a really good one about 8-9 years ago but that seems to have disappeared. This seems to cover most of the basics. although they don't cover auto clavicle rotation, it does explain ik/fk blending so you'll get an idea of how to weight multiple constraints against each other - which is what you need to do.…
In short you're doing it wrong. The ik solvers in max work in a single plane so in this case youll never get a correct knee bend. Run the controller from the thigh to the foot and for now, drop the extra knee joint(walk before you run) If memory serves you can just link a swivel target into the controller from the motion…
There isn't an easy way to make this joint work straight down. It's an inherent issue with the design. Moreover, the extra knee joint is not an issue, it was the easiest thing to solve in the whole chain by just limiting angles. I solved that in seconds. the balljoint is where my issues lie. having outside the IK defeats…