SDK Version: 3.7.2
Description of the bug:
So I noticed a problem while making a clone of my avatar with vrc constraints; when you try to freeze bones with vrc constraints of any type (that affects rotation) to the world if the scale of the parent is set to -1 on the X axis, it seems like the constraint is accounting for the parent's scale incorrectly and in the example explained below, leads to it setting the Y and Z axes to their respective additive inverse, when they should be unchanged, which results in weird rotations. (see first photo)
This seems to only affect rotations, and naturally, the further the rotation of the bone is from 0,0,0 the more "off" the bone ends up being, so for the sake of consistency, I'll be attaching the constraints to the (left lower arm) of the models, it is worth noting that I have a constraint on all the bones however.
Steps to reproduce:
  1. Import any humanoid model into the scene.
  2. Duplicate said model and parent it to Model 1 (see second picture).
  3. Set the scale of Model 2 to -1 on the X axis.
  4. Attach any vrc constraint (I recommend a vrc parent constraint) on the left lower arm bone in Model 2 and set the source to the corresponding bone of Model 1 (left lower arm, see third picture), and now press Activate on the constraint.
  5. Enter play mode, and rotate Model 1's left lower arm bone to any rotation.
  6. Activate the "Freeze To World" feature on the constraint and the left lower arm of Model 2 should snap to another rotation and the Y and Z axes should be changed to their negative value.