Hi the scene contain Only a model (man character) and it's skeleton. i want to use blendshape to fix some bad result with the smooth bind, let's say the arm bend. i'm using a positive and negative blendshape (parallel) and the correction works very well untill i rotate a higher joint in the hierarchy, for instance the shoulder joint, then the blendshape starts corrupting as far as the rotation grow. without the blendshape there's no data change at all in this area (with the same shoulder's rotation so the problem can't be with the smooth bind weighting) i have try to create a similiar blendshape correction at a finger area and i've got the same problem the problem occurs whenever i'm trying to rotate the higher joint(s) but it seems to be just fine if i move those joints and not rotate order of deformation is unchangeable, i guess because the parallelBlender node sorry about my english and thank you for the patient