Resolving a Dependency Cycle I've been having a lot of fun rigging, but I've run into a problem. I have knowingly created a Dependency cycle, thinking it wouldn't be problem. It kinda works, but weird bugs appear sometimes, and my system console gets spammed with Dependency cycle detections :/
In this excample I have two bones. One the parent of another. (The parent is on the right)

now, using a transformation constraint, the parent bone is supposed to rotate and move upwards when the child bone gets rotated to the left:

This is obviously the cause of the dependancy loop, but I don't see any way to resolve it.
The child bone has to follow the rotation of the parent, even if that rotation is indirectly caused by the child itself.
edit:
let's say I'm making a mailbox. The child is the door, and the parent is the rest.

When the door opens, the entire mailbox should rise up slightly:

So, the child bone is what I use to control the door, and I can't simply use the paerent bone :(. Hope that makes it more clear.. thanks :)
So what about the other way around, parenting the door bone to the box bone, and give a Transformation constraint to the door bone so that when you rotate the box bone it makes the door follow (as it is parented) and rotate (with the constraint)? You can also limit the rotation of the box for more comfort.
Unless you have a good reason to manipulate the door bone only?