RubberDuckCoder Hello, so we are using BoundingBox Attachments together with the Skeleton Utility and they work and are displayed correctly as long as it is the same orientation as in the Spine Editor but when I flip the skeleton via scale or the flip x option in Skeleton Animation -> Advanced the bounding boxes are all over the place. How can I fix that? From what I have read it might have to do something with the IK constraints, but I couldn't find a solution.
Harald Are the attachments at the respective bones also behaving incorrectly after flipping the skeleton?
RubberDuckCoder Hey, so we found out we have more serious problems, some rigs aren't correct even in normal pose, and the scaling of our bones seems to be wrong, so we will redo the rig and hopefully this will fix the errors, if not I will post again here 🙂