Hey there! I'm having a problem:
I'm influencing a mesh with two bones to create an illusory perspective on a creature's head. That works fine, but I also need a bone to be able to rotate the entire head, ignoring the weights completely. I was trying to use the parent bone for that. However, the mesh is now ignoring the influence of the parent bone (the mesh's weights are bound to children of this bone but not the bone itself). Basically, the 'neck'/'head' bone still needs to rotate/transform/scale the whole head, completely ignoring the weights/bindings that say a given vertex is "100 % controlled" by a given bone. How do I achieve that? Right now, if I move the bone, many vertices stay in place and it looks horrible.