Based on the warning icon appearing on your path attachment, this is likely happening because your path is weighted to bones that are in a skin, but the path attachment itself is not in that same skin.
The issue: When a path attachment has weights for bones that are in skins, the path attachment must also be in those same skins. Otherwise, when those bones become inactive (because their skin isn't active), the vertices weighted to those bones become invalid and appear at world position 0,0.
To fix this:
- Check which bones your path is weighted to (you mentioned 3 bones)
- If any of those bones are in a skin, you need to add your path attachment to that same skin
- Make sure the path attachment is placed in a skin placeholder slot rather than a regular slot
How path constraints work with skins:
Path constraints can have different target paths for each skin, which is very powerful. The constraint itself targets a slot, not a specific path. Whichever path is visible in that slot (based on the active skin) will be used by the constraint.
So your setup should be:
- The 3 control bones → if they're in a skin, the path must be in that skin too
- The path attachment → must be in a skin placeholder if you're using skin bones
- The path constraint → can remain the same, targeting the slot
If you're still having trouble, please check:
- Are your 3 control bones assigned to any skins?
- Is your path attachment in the default skin or in a skin placeholder?
Let me know if you need clarification on any of these steps!