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So, if I go through everything up to making a bind skeleton, the rotation order on the shoulder FK control will be a bit weird; if you rotate the arm down parellel to the body (along the Y-axis), the gimbal locks, but if I just change the rotation order for the curve (YZX seems to make the most sense to me), the shoulder still twists as it swings back and forth (as it would if it were rotated forward along Z, down along Y, and then twisting along X as it passes the body). So the problem seems to be with L_ and R_jnt_shoulder1, (if I make the skeleton visible and parent locators to all the shoulder joints I can see that one spinning as it swings back and forth). Changing its rotation order either has no effect or breaks the twist joints, and changing the rotation order for L or R_drj_shoulder1 causes R_jnt_shoulder1 and the twist joints to stop rotating along Y altogether.
I think I've found a bit of a workaround, but I haven't really played around with it enough to know if it'll break anything else. if I go into the bound skeleton and delete the shoulder's 'b_RightShoulder_parentConstraint1' (which targets R_jnt_shoulder1), and then add a new parent constraint which targets R_drj_shoulder1, it seems to be able to swing without twisting (with the control curve's rotation order changed/the IK pole vector turned on).
Hopefully that all made sense, but I can try to put together a video to show what I mean if you need me to.
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