I don’t think this is possible with JME’s animation system currently.
But I think it would be a useful feature for jme’s animation system to support this.
I’ve been wanting to do something like this to use inverse kinematics to allow an animated model’s feet/legs to be repositioned so they don’t clip through the ground while playing a walk animation and going up and down stairs and slopes.
Are you trying to do something similar to this? or something else?
I have recently encountered the same bug while trying to make a character editor for scaling a character model’s height and weight. The more times you call saveBindPose(), the worse the issue seems to get. Issue calling Armature.saveBindPose()
I plan to work on fixing this bug very soon, but I don’t have much experience working with the backend of jme’s animation system, so I’ll probably be posting back to the forum for help from the community on this issue.