This can also happen if the object is part of a hierarchy. The transform of a parent will affect the transform of its children, so if you use the Reset Transform utility on a parent object, the children might change drastically.
In your animation menu, there is a 'Constraints' drop down menu, use the 'Parent' constraint to have the control handle control the joint (select the handle, then the joint, then select 'Parent' constraint). You'll see your joint(s) turn purple when properly constrained...move your handle and the joint will move too. You…
I think many times Parents are fast to point a finger away from themselves and poor parenting or that maybe these Kids fried their brains on Meth or something.
You could already attach an empty to the end of the bone, parent it to the bone's parent and set it to delayed parent, add a stretch to constraint to the bone pointing at the empty and get a bone-based version of that that would work ingame. Softbody dynamics won't collide with rigged meshes yet, I hope that gets fixed.
Ive no idea but im intrigued, you say the bones are parented to parts of the rig? Or are they parent constrained to parts of the rig? If its the former I cant see how that would work..
Just curious how people give joint orientation to a controller when rigging in maya? I can get the controllers to have the right orientation, however, when I freeze transforms they obviously reset. I've also been trying a way which involves assigning groups to the controllers with the Group node holding all the information…