@sxweb It's hard to help according to the information seen in the video, but the problem is likely that at the SkeletonUtilityBone seen in the video the Parent Reference is set to GameObject which likely is not the parent bone. Any movement is calculated as if this parent bone was the parent bone location in a Spine skeleton. You must assign the actual parent bone GameObject at Parent Reference (the SkeletonUtilityBone GameObject that corresponds to the bone's parent bone, or a respective BoneFollower component if you really need to strip down the parent hiararchy).
This is documented here, under Important Note:
https://esotericsoftware.com/spine-unity#SkeletonUtilityBone