I’m fairly certain this is not an issue with your rig, but with the linked data. I know it’s not a control issue, I did notice your IK/FK switches were in the middle position by default.
When I say the arms disappear, I don’t mean they are in FK! I mean they are GONE! :eek:
I don’t know what I could be doing wrong! Here is a gif to show what happens:
The eyes also close when it is proxied… and originally the rig moved to, but I fixed that by just clearing all the transforms on the armature in the original file. I didn’t leave anything out in the screens, the 4 steps are all I’ve done on the file. And it doesn’t matter which bone I move, the arms will disappear!
I really don’t see how this could be a fault with your rig. Even if the armature has transformations applied to it, I really think it would be nice if the proxy system could handle it. I really find the linking system in Blender to be very unstable.
Personally I think it would work nicer if instead of treating each linked object separately and proxying them separately, that it would be great to have just 1 proxy for all the elements in the linked scene. Like a ‘scene’ proxy. So you can access and change all the linked data as you need to, but leaving the original data unaltered as you would expect. This would also prevent refresh issues when linking characters made with multiple armatures (which I’m currently into using), since all linked data would be evaluated at once (being in the same proxy). Anyone else feel this way? lol :eyebrowlift: