When doing inverse kinematics on arms, is it a bad idea to have the shoulder bone be a part of the reverse chain? I find it very hard to constrain the rotation of shoulders when I include them. I tried using rotation constrain in world/local space, but it doesn't seem to behave as expected.

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    $\begingroup$ It is easier to control the shoulders in FK. Every IK chain with more than 2 segments is very hard to control. $\endgroup$ – Leander Oct 4 '18 at 21:30
  • $\begingroup$ I understand, thank you. I wouldn't say I find it very hard to control the shoulders, but constraining them to avoid hyperextension doesn't seem to work. I generally don't include them, but thought I would experiment a little. $\endgroup$ – John Oct 4 '18 at 21:34

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