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Bone reparenting breaks child layer's transform calculation

Posted: Fri Feb 23, 2018 1:29 pm
by A.Evseeva
In this example file I have 4 bones: arm, hand, stick and root. Vector layer "v" is bent to hand bone.
In frame zero hand is parented by arm and other bones have no parents.
In frame 1 parenting is animated, so hand is parented by stick and stick is parented by root. So we have two keys for parenting: for hand and for stick. And now vector layer's position is wrong. Deleting any one of these two keys results in correct position. But two keys make it wrong.