I think the complexity of the way you’re working with, and learning how to use carrara, isn’t helping you, or anyone trying to help,.
it’s impossible to see what relationships the target helpers have with whatever bones,. or what constraints apply to those bones,. or the helpers,. just from the screen shots,.
Since your screen shots don’t show how things are connected, controlled, and constrained,. it’s really hard to say ..Oh, it’s that bit there.
It doesn’t look like there’s anything wrong from those images.
If you have any objects in a scene,. which are not Connected, or constrained,. then moving them around on the instance list should not effect any other objects.
If you have Constrained or parented an object, (limited it’s movement) then you move the position of that within the hierarchy, then there will be a conflict, since you’re changing the structure of something which is being restricted by it’s own structure.
The fact that this is happening points to some issue with conflicting constraints. limits, or parent / child relationships.
I just want to check a couple of things,..
You’re not using “Duplicate with symmetry” to create any parts of the Bones or helpers ?
have you tried animating in carrara without all the helper objects ?
Have you tried making a Minimal set of helpers, which work,. then adding more.
If you’re having issues,. then you should create as simplistic a setup as you can,. bearing in mind that this is a learning process.
I’d create the simplest rig you can (without duplication) and make sure it works,. then you can add more controllers to it
You can select a bunch of object and add them to a Group, or Animated group,, and you can rename that group to be anything you want,. ...that’s what I meant when I said create a group called helpers. ...I didn’t mean to add more confusion. My bad.
The difference between a Group,. and an Animated group, is that the Animated Group, also creates an NLA track for that group,. so in the case of a Figure with bones,. making that into an Animated group gives you the ability to create NLA clips and poses from key-frame animation,.
This is also useful if you’re animating IK target helpers,. since the animation can be saved as an NLA clip, and that can clear the key-frames from your time-line, to allow you to start again, to create another animation.
One final question,.. if I can ask
What do you want to do with this rig ?
The reason I asked is because of a recent thread, where the user wanted to export the bone rig to another program.
If that’s your intention , then you may be better to rig your model in the program where you want to animate and render it .