I disagree, this is somewhat tougher, as the model is mechanical, and proper joint placement is crucial for those objects to animate properly. By placing the Joints where you need them to be mechanically, you get a backwards chain, but you need the IK to evaluate forward like a knee. This obviously doesn’t work due to the limits of the IK solver itself. You’ll have to get clever, by using the rotations of the forward IK chain to rotate the bind chain that’s essentially backwards. It’s not a complete solution, but should get you in the right direction.
btw, please enlighten me if I’m mistaken here.
Best



