@sandglass Glad to hear that it resolved your 4.2 problem, sorry to hear a second problem persists, it was unfortunately a bit hidden in machine-translation.
The issue is a theoretical limitation by BoneFollower
, being limited to mirror a single bone and not supporting non-uniform scale combined with rotation. You are using scale of the Y axis in a parent above Point_Hand_F
, but Point_Hand_F
is a 90 degree rotated bone, but BoneFollower does not automatically translate 90 degree rotated X to using parent Y scale, it still applies X parent scale.
The safest solution is to use a SkeletonUtilityBone
hierarchy which follows rotation and scale of each bone with a separate GameObject
. You can delete any unneeded sibling bone GameObjects outside the relevant subtrees.
A cheaper solution just for your specific case of the leaf-bone in the hierarchy being rotated:
You could have one GameObject Follower
that follows the Point_Hand_F
bone as now, and have a second sibling CorrectedFollower
GameObject where the actual weapon is attached with a custom MirroredFollow
component which copies Transform values from Follower
but copies scale X and Y to Y and X in a swapped way.
Another alternative would be to ensure your skeleton rig contains no 90 degree rotation above any bones that should be followed, but this would indeed make the skeleton less intuitive.