For anyone googling this, here's my current workaround:
Fri, Feb 24
Thu, Feb 23
@warp zone (warpzone) Hi, it's been a while, but I think it's the thing I included in the screenshot below. Hope this helps?
Fri, Feb 17
More than a week without reply. Due to the policy of the tracker archiving for until required info/data are provided.
Fri, Feb 10
@Aaron Carlisle (Blendify) only use incomplete status if action is required from OP!
Sat, Feb 4
If you want, it's yours.
@Michał Ziobro (Muchomor) still working on it? i would like to try this.
Thu, Feb 2
This defiantly does not seem like intended behavior @Joshua Leung (aligorith) can you take a look? Thanks.
As stated by @ronan ducluzeau (zeauro) this is not a bug.
I do not have enough knowledge here @Joshua Leung (aligorith) can you take a look. Is this a bug or intended behavior?
Jan 27 2017
Not sure it's a complete solution tough.
Then if hand_fk is not visible the problem remains. I guess exposing a separate bone at the limb's first bone to handle all the properties is a better idea. This bone can be on both FK and IK rig-layer meaning it's always visibile if at least one of them is.
Will look further into that.
I can confirm the bug. Looking if @Joshua Leung (aligorith) 's fix is breaking something else.
further discussion here: T48892
Jan 25 2017
Jan 21 2017
@Steffen Mortensen (stifan): Thanks for identifying the problem! Fixes committed to master now :)
Had the same problem, and really couldn't make sense of the error. But i found the solution!
Jan 18 2017
Indeed, this tool doesn't take NLA tweakmode into account (as it wasn't expected that people should/would be doing a lot of animating that way). But, with a few tweaks in a few places, it should be relatively easy to fix.
Jan 17 2017
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Jan 12 2017
I've noticed this issue also.
Jan 9 2017
For me, this is not a bug, as explained by Dalai
What is happening is that each bone needs a unique name at all times. The "Flip Names" operator works one bone at a time, which in your case generates a conflict during the renaming.
Jan 8 2017
Just ran into this bug when trying to write an addon that copies a strip to another scene... not possible to use duplicate for such a task, and there seems to be no way of linking the strips, so it seems I might be stuck until this is fixed...
Would it be possible to give bpy.ops.sequencer.duplicate() the ability to duplicate into another scene maybe?