Limb Constraints RE: Human Body

I have a mesh of a human skeleton and have rigged the arms and legs as per the instructions in the Blender 2.34 Manual. How can I constrain the range of motion of a limb to more accurately match that of the human body?

Example:

The lower arm should move in a plane relative to the rotation of the upper arm. The angular range of the lower arm should be between zero degrees (completely extended / elbow locked) and 150-160 degrees (elbow maximally bent).

I believe this can be solved using path constraints. I can find no information on this subject and turn to the enlightened crowd of elYsiun.

Bob

No way, in Blender… yet :wink:

Stefano

a lot of little control boxes and a bunch of locked track constraints that make your bones point to those boxes.