How can I edit imported animation with an IK rig?

I am working with mocap data and I am fairly new to blender. I have made a skeleton that inherits the FBX motion from the mocap session and it plays alright so far, the problem comes when I want to tweak the animation using IK.
I basically have a Mocap Rig that is just bones that have the motion and a Control Rig that is essentially the same as the Mocap one but with IK Constraints and controllers.

So far I have managed to make the Control Rig follow the Mocap Rig with Copy Rotation constraints and an Armature Constraint on the controller’s bones but the Pole Target keeps messing everything up because it cannot seem to follow anything correctly. I’ve tried Copy Location, Copy Rotation, Limit Distance, Armature, and Child Of constraints but none give the wanted result, it’s always just a bit off.

Is there any way to make the pole target follow the motion correctly or to skip the Pole Target all together and switch to a Roll Bone system?

PS: Tried parenting Pole Target to hand controller, shoulder bone, and elbow bone and it was the worst result yet. I am open to any alternatives to have a system where you can edit existing motions with an IK rig.

Can be downloaded here to try stuff if you want:

Usually it is difficult to help without playing a bit with rig, but following your explanation, I will suggest to parent it the root bone and manually adjust any pop.

Here, if you’re still interested, sadly manually adjusting the pops isn’t an option, I have to get the pole target to follow as well :smile:

You can try a couple of methods here.

Not sure if it will give you what you want, but something similar I use.

Found that to this current problem the best solution is to skip the pole target system all together and apply an IK constraint on the forearm and the upper arm and have separate controllers for each. That way the control rig follows the animation much more accurately.