HELLO! And THANKS to both!!! What a kind people,
che 
...Well, now I'll treat to explain me with the few words as possible for not boring

...Basically the "bug" called my attention cause it only happend working with Vector layers and not working with Image layers... although Images can be too animated using Flexible binding bones, I mean, using a Vector layer with all Flexi-Bind points and using a Image layer with Warp using bones activated inside the same Flexible binding Bone layer you got "exactly" (if vectors have the enough points) the same deformation results to both... Then, when I treat to rotate'em the results are different and unexpected in the Vector layer case... Well, the problem to me now (although is almost resolved THANKS to the 7feet's bone_control/master.lua embedded script) is again (and again) the old Depth limitation issue... Jaja, and SORRY if I bore you too much with this, but it'd be SO easy if Depth don't be exclusive to the same Group... I have part of my characters that must interact with the bones but must interact all the time too with the depth (I mean, bone animatable parts of the head in front and behind of the body i.e.) and if I put the Vector head layers inside a child Bone layer of the main Bone layer (uf...), I lose this depth interactivity, broking with it all my work flow expectations... So I treated to resolve all working only with one Bone layer and several direct Vector layers inside, so when I treat to turn the characters head in Y axis, the head is unespected deformed and well... that's make me search for another solution... if really there is one

...Well, THANK YOU two again!
