So I have this basic rig. I have an empty for each bone. Each bone has 'Damped track' to its empty. Each empty has 'limit distance'(from head). No problem with 'limit distance', but the 'Damped track' causes a few issues. Grab the Empty and move, click Esc instead of Mouse buttons. The Empty comes back to its original position, but the bone does not keep track. PressG(grab) and Esc again without moving the mouse. Then it tracks again.
Use the arrow keys to go one frame forward and one frame backward. This will cause a reposition and repaint.
Currently that is the least burdening user action I have.
Also you have a Circular Reference.
Check your [Console Window] to see a troubling circular reference. Remove the circular reference.
This menu selection opens the console. Image above.
Often software needs to determine a work order by sorting dependencies of Constraints. Precedence sorting. Topological Sorting. For explanation simplicity allow G->D to mean G depends on D. Clear chain of command is easier to understand. Clear example A->B->C. Unclear example A->B and B->A
- Your empty constraint should refer to another bone prior to the current one, or the armature itself, or some other created object.
Current Situation Undesirable
- Your bone has a constraint that refers to the empty. The empty has a constraint that refers to the bone. A->B and B->A. Circular Reference.