>>2844134The unorthodox shoulder rig (borrowed from アリシア・ソリッド改) has three purposes: to deform the shoulder naturally when it's rotated, to prevent the shoulder from twisting like a simpler rig does if the arm bone is twisted instead of the axis-limited bone, and to move the breasts via 大胸筋 weights when any of the relevant three bones (P, shoulder, arm) are rotated. I'm not sure about the function of every bone, especially 三角筋回補, but it seemed like I left the minimum required for it to function properly. The purpose of SDEF is to prevent the upper arm from twisting into a point because of the discontinuity between this shoulder rig and the normal arm rig, but SDEF prevents me from using automatic bicep flexors, and its weights can also not be shortened without turning transition deformation very ugly. All of full free upper arm length is just enough to imitate natural arm shape deformation.
>> Anyway I still have a lot more to do here but is this kinda somewhat what you want?No, it's as far from what I want as it can be, further than the original model. The elbow is twisted unnaturally in the motion I provided along with the arm (
>>2840361) with no keys affecting it, and the same goes for any other movements. This kind of behavior doesn't differ from the simplest arm IK chain with no limits. The shoulder bone moves the IK chain away from the mesh, presumably making it entirely untransferable. I cannot rotate regular arm bones adequately by moving their child bones like I'm used to (in positions that deviate from the default pose). This rig also breaks the continuity of the arm chain, which prevents MikuMikuMoving's Pose Handle (a tool I relied on very often before growing conscious of natural rotation limits and still continue to use a lot) from working and adds lag. I can't use this.
>> Can't you just write a shader for it though?"Just." That's a relatively rare skill.