>>2842256Which motion is that, anyway? Sweet Devil short version? The default bone position change method works for rotation cases due to changing the pivot but not for position shifts, when only the torso bones get rotated. (It's also the right approach to motion making, as it makes center bone position differences matter less.) If the center/groove bones only change their coordinates and not the angle, use the multiplier function for Y position offsets or, alternatively, add an offset via motion layering or ApplyOffset. I only recommend using any of these on the keys where the model does not behave as it should (clips through the floor in most cases; in very rare cases, crouching where she should be standing upright, etc.), however.
By the way, what's wrong with your PMXE interface?