Hi
Please have a look at this playground: https://playground.babylonjs.com/#J62R3F#99
See line 27:
rootBoneTF.position.x += 2;
Can I set the bone’s position offset (and have it rendered at the position) but the rotation as if line 27 was commented (rotate “in place”)?
I tried using pivots but with no success. I cannot use an extra TransformNode. I need the position offset on the bone.
Best wishes
Joe
I am not sure to understand the use case 
In this case why not offsetting the root mesh instead of the root bone ?
The root mesh position and rotation properties are the source of truth for actor/object position and rotation all over my code base. Up until recently no problem.
However, recently I needed to solve an issue where actors needed to move from tile center to tile edge. For instance, when standing on a tile, an actor can go into cover by pushing its back against the covering wall. This requires that I move the actor slightly in the direction of the cover so that its back touches the wall. Since the distance to each covering obstacle is dynamic I cannot encode this in the animation.
If I use the root mesh position, it breaks my tile logic all over the place.
As an alternative I added a TransformNode after the root mesh. So I would use this “SubTileNode” for position offsets. But unfortunately all meshes attached to the root mesh, or rather its bones, (via mesh.attachToBone) remained unaffected.
This is how I ended up adding a new root bone. And it does work nicely - as long as I do not rotate 
I think the only way unfortunately is to add an extra node in your hierarchy
or revisit your tiling logic.
Aww, bummer. Oh well, at least it is nothing unsolvable
Thanks for your feedback, sebavan!
Ha! Easy peasy with TransformNode: there is a second parameter in mesh.attachToBone 
N.B. Dont forget to reset the new TransformNode after parenting.
edit:
P.S. Except it does not rotate correctly either… lol easy peasy my