Ragdoll Part4: ragdoll shapes follow target joints, visible joints follow ragdoll shapes

If you enable this option in the menu:   Developer -->Avatar_Options-->Collide_As_Ragdoll  then the avatar's skeleton's collision shapes will self collide and the visible positions of the joints will try to follow the positions of the skeleton's shapes.

To see the shapes being used for collisions enable:  Developer-->Avatar_Options-->Skeleton_Collision_Shapes.
Using weighted average of more points (rather than discarding radius of all points that don't contribute more than some threshold) makes for improved measurement of collision radius for fingers (which often would otherwise often provide zero successfully projected points, and thus zero radius).

Unfortunately this does not help those joints which tend to measure too-large radii, such as shoulders and thighs.