I want to create a rig with a bone facing a target bone, but then have the target bone position always be at the tail of the former bone. I could achieve this by adding damped track constraint from target to bone. And then adding limit distance constraint from bone to target. However this clearly will cause circular dependency. Is there a different way to achieve the kind of rig without causing said dependency?
I want to use this as I shoulder rig, moving the shoulder using the target bone.