Weird rigging problem: Bone translation coordinate system
I'm currently working on a solid prop with some moving parts.
While rigging it, I noticed something very strange: Bones rotate around their local coordinates (as they should) but they translate according to the coordinates of the base object. This is completely illogical. It means that an object with moving parts, that move in directions other than x-y-z cannot be realized in DazStudio !
Is there anything that can be done about this? Like set the bone to always use its local coordinates? I mean that's what a bone is for, right .... otherwise, I could just have a vertex group and move that around.
Thanks for all explanations and tips in advance

Comments
How are you moving, sliders or viewport gizmo? Did you align the bone to its centre/end point?
I have the bones aligned.
I'm moving them with the sliders. I'm aware that i can move them with the gizmo in local bone coordinates but i dont see how that can help me.
I plan to set up ERC for the product and I think that works only with the sliders, correct ?
I was just checking to eliminate some possible reasons
Well, the set up is in the Parameters pane in Edit mode - it doesn't matter how the controlled properties are set to their to-be-frozen values
Ok, thaks Richard ! I solved it.
I've just ERC frozen all the 3 sliders together into the control property. Should have thought about this earlier ;)
I was shocked when i realized that the bones rotate in local coordinates but at the same time use the base object coordinates for translation. I still think this is very wrong! But i can get around this problem using ERC.
Thanks again