The virtual bone on lyra default skeleton VB IK_Hand_L_weaponSpace, seems connect from weapon_r to hand_l. But in runtime, the virtual bone and hand_l lies definitely not at the same position.
I disabled all hand IK nodes and draw debug location of both bones. They almost never snap with each other.
Can you elaborate more on that, i have the problem that the weapon_r Mesh relative is around -180 Rotation on X Axis. The Control Rig i use uses the reference Transform which is fine, but all the Lyra animations have weapon_r starting point for example on Z Rotation of 170.273826 ° but when i bake it to the control rig it uses its reference point -8.517089°. How can i handle that the skeleton has same coordinates as the animation? should i adjust the control rig or adjust the lyra animation to use reference Transform and how can i do that? you dont have to give me solution put at least hint where i can study it or insights