Getting back to the shoulders.

I recently found time to get into some improvements in my rigging system.
For the longest time I’ve not paid much attention to a characters scapular, often finding that it is off screen or required at all.
But with Games technology improving and limits on bone count and poly count increasing I find my self with the opportunity to include some extra deformation systems.

So I dug back into my old auto rigger and took a look at the scapular rig. Needless to say, there was not much going on, and what was there really, sorely needed improving.

After an afternoon of tweaking, testing and building I developed a solution.

(this is a GIF, you can click and watch it.)

This solution is based off the clavicle rotation, which is then multiplied or divided through a condition node network and used to drive the scapular bone.