Hi! I'm working on some spring bones and it works great except when the animation scale to negative somewhere in the skeleton.
So if I have a utility bone that overrides the rotation and the animation flips the local space flips with it. This could be fixed if all the utilitybones was following the skeleton bones (including scale), but the problem is that negative scaling makes the local axises turn in all kind of directions up the chain making the Unity local rotation wrong.
So what I'm wondering is if there is a way to just set the world unity rotation to the bone rotation and it wouldn't care about scaling, orientation or anything else, just rotate to the rotation as if it was a unity transform.
Any suggestions would be appreciated, thanks!