Reorder frame 237 to be before 238, lf2 is sometimes weird when frames are out of order.
Frame 238's ik8 will not fix your z axis problem, ik8 sticks you to the interacted t0's z value +1.
Assuming frame 238 is invisible, use a hit_j: 48 (maybe 47) next: 239. This should eliminate the need for ik8.
I haven't checked why so many opoints are needed, just checked the z-axis related code.
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edit: re-read your comment about it being jitterish with hit_j. missed that part earlier ._.
If your final object uses ik8 on the main character, it will be corrected to main character's z+1.
Azriel~
Frame 238's ik8 will not fix your z axis problem, ik8 sticks you to the interacted t0's z value +1.
Assuming frame 238 is invisible, use a hit_j: 48 (maybe 47) next: 239. This should eliminate the need for ik8.
I haven't checked why so many opoints are needed, just checked the z-axis related code.
---
edit: re-read your comment about it being jitterish with hit_j. missed that part earlier ._.
If your final object uses ik8 on the main character, it will be corrected to main character's z+1.
Azriel~