Custom bone messing and overriding other bones on Mario model (blender)

Jun 13, 2026
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My goal is to create a simple cape, im just adding one bone only
the bone is z_Cape_bone1 its parent is the torso
I want this bone to control the cape independently so it can be animated
i tried others fixes but none of it worked, the z_Cape_bone1 still messes and overrides the other bones upon export.
  • Alphabetical Sorting: Renamed the bone to z_Cape_bone1 to ensure Fast64 processes it after the head bone.
  • Armature Layers: Moved the custom bone to Armature Layer 1 to flag it as an "Other"
  • Geolayout Settings: Tested exporting it as Custom Animated with the Cape_Bone_geo1 macro.
Question:
How can I properly add and export an extra animatable bone to Mario's torso
in Fast64 without shifting the vanilla animation and breaking the rest of the model?


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Screenshot_2026-07-13_085052_h2c3fc.png

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But after export
as you can see the cape is there but it seems Mario's animations are all misaligned


how can i fix this
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Screenshot_2026-07-13_084954_aql9qv.png
 
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