Title:
Regarding Unexpected Behavior with LayeredBlendPerBone Node
Content:
I used the LayeredBlendPerBone node with two blend poses:
- Blend Pose 0: Blending on the Spine_01 bone.
- Blend Pose 1: Blending on the head bone.
- with MeshSpaceRotationBlend enabled.
However, the blending result does not match my expectations:
The head bone’s mesh-space rotation is being affected by Blend Pose 0 (Spine_01 blending). Based on my understanding, if Blend Pose 1 has 100% weight, the head bone should fully match the input from Blend Pose 1 (otherwise, what is the purpose of MeshSpaceRotationBlend?).
While I know I could use multiple LayeredBlendPerBone nodes to achieve the desired result, I believe a single node with multiple blend poses should suffice. This makes me question whether I have misunderstood how this node operates.
Any insights would be greatly appreciated!