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I am trying to create something with this effect, but the instructions are very unclear about applying the bone constraints. It has to do with copy rotation and the damped track constraint, but I don't know how to use them. I am trying to fix these odd deformations in the shoulder area of my character.

Here's what I'm trying to achieve what I'm trying to achieve

Here's what I have so far

what I have so far

Here you can see the awful shoulder deformations I'm trying to fix

bad deformations

I know another user had a similar question, but the answer failed to explain the usage behind the constraints used. In fact, the example animation in which I'm trying to achieve is taken from an answer to another question similar to mine. Shoulder Deformations Question

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One simple solution is tho set all bones constrained with a copy rotation, varying the influence setting from none (Shoulder) to full (hand).

enter image description here

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  • $\begingroup$ what are each of the bones constrained to? I think this is the part I am having trouble with $\endgroup$ – MooKorea Mar 21 '18 at 23:57
  • $\begingroup$ every bone is constrained to the "Kontrol" (non-deforming, circle custom shaped) bone. In my example the hand bone has full constraint, the forearm bone (selected) has 0.66 influence, and the upper arm bone has 0.33 influence. So when I rotated the Kontrol bone by 90 degrees, the hand rotated 90, the forearm 60 and the upper arm 30 degrees (aaproximately). the shoulder stays still for balancing the upper arm vertices. $\endgroup$ – josh sanfelici Mar 22 '18 at 11:40

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