Thank you very much for looking into that and the quick reply, I will test out the suggestions!
Thank you booboogaga and Erikari for responding and helping out, its's very much appreciated. I'm a newer user of Spine and could use all the help I can get.
@ booboogaga - I tried re-parenting the 'Anim_bn_L_hand' IK target but, might have done something incorrectly. Could you elaborate a little more on what you see as a possible solution?
@ Erikari - It may be that I did not understand your solution clearly enough or explain my issue more clearly in my initial post but, I still see the persisting even after removing unused keyframes in the idle animation. Also, I took a look at your portfolio page and really like your paintings of 'Brownhairgirl' and 'Baby' both have really expressive eyes!
My goal in posting all this is to be able to set the 'Idle01' animation to track 0, the 'L_Defend_shield_track0'1 animation to track 1 and not have the shield bob up and down along with the body because of the idle animation. I can constrain the shields movements by selecting the 'L_Defend_shield_track01' animation and engaging the transform constraint 'Aim_trasnf_Constr_L_hand' to be 100 for translate. After doing that, I get the result I want so far as the shield not bobbing up and down, however, the left hand 'Anim_bn_L_hand' then animates out of sync with the 'bn_weapon_L_hand_01' even though they are constrained. which is really the issue I want to address.
Again, any assistance or clarification on previous suggestions is most appreciated.
Thanks!