Okay, so the BoneComponent object is the immediate child of its target SkeletonAnimation?
Let me check where to fix this. Should be simple.
Though I'll get back to you in about an hour or so. I'm just heading out for lunch.
Actually, if you have the latest version of BoneComponent, you can uncheck the "Follow Flips" checkbox. Does that fix it?
If not, tell how it goes wrong in this case.
What unchecking the checkbox does is simply disabling
If not, you can find this part of the code:
if(followFlips) {
rotation.x = flipY ? 180f : 0f;
rotation.y = flipX ? 180f : 0f;
} else {
flipRotation = (flipX ^ flipY) ? -1f : 1f;
}
and just delete that whole if block.
Although the truth is, from looking at the code, it should function correctly without any changes, even if followFlips was checked. The flip correction only happens when you use flipX. If you don't change flipX, it should inherit normally as long as the BoneComponent object is an immediate child of its target SkeletonAnimation.