Bone origins at head?


I’m working on a simple rig where meshes are parented to bone hierarchy, with the mesh transforms have to match their parent bone, when 0’d out.

The new “Keep Transform Without Inverse” workflow has gotten me painfully close, with one exception… The bone considers it’s origin at the tail, not the head:

This dirties the hierarchy when exported to an engine:

Ideally, all of the child’s transforms are at T=0, R=0, S=1.

The workaround I’m planning on going with is

  1. Run the new transform workflow
  2. Do the ol’ “cursor to selected, selected to cursor” workflow, in origin edit mode.

Is there a different workflow I might be missing?

Thanks for your time!