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The old exporter would find the pre-animation matrix for DBs by walking
forward from the parent and simulating the parent-child process. This
simulation was wrong for bones and generally error-prone since it
required us to duplicate a big chunk of opaque Blender code.
The new method walks backward from the datablock pose; since data block
animations are last in Blender's transform algo, this is actually a lot
less work, and more reliable.
Layer 2 reproduces this bug - layers 1 and 5 show homogenous (all data block or all bone) cases, layer 2 has the problematic bone parent, armature child case. When broken, the child is at the origin and not at the tip of its parent.
If an animated data block is attached to a bone, the animated data block's origin is offset by the bone's length.
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