But I'm really frustrated by an issue with layering deformations that I just can't solve by myself. I have a torso (image) that's supposed to be deformed by a spine, which I've created. That works just fine. But I also wanted to be able to do a partial turn of the torso, so I've created a vector layer, meshed it, and applied it as a Smart Warp layer on the torso. I created the action, yada yada, and the torso turn looks good.
Problem is, I simply cannot get any flexi binding in this scenario, and for the life of me I can't figure out what I'm doing wrong! The image and the mesh are both in a Bone layer with the spine. I'm not on frame 0 (I figured that "gotcha" out recently)
 .  I have "Flexible Binding" enabled in the Bone layer settings.  I have "Warp using bones" enabled on the torso image.  I've gone to frame 0, selected the torso image and then the spine bones, and run "Use Selected Bones for Flexi-Binding". Nothing. Same thing for the mesh.  I can do point binding on the mesh, and that "works", but it looks too rigid and that's not what I want.
.  I have "Flexible Binding" enabled in the Bone layer settings.  I have "Warp using bones" enabled on the torso image.  I've gone to frame 0, selected the torso image and then the spine bones, and run "Use Selected Bones for Flexi-Binding". Nothing. Same thing for the mesh.  I can do point binding on the mesh, and that "works", but it looks too rigid and that's not what I want.  What do I do??
 
				