Now inside ParentGameObject I call `iTween.PunchRotation(ChildTransform, amountVector, timeValue);`
Everything works fine, except that after `PunchRotation()` has finished, the ChildGameObject sets its rotation to the rotation of ParentGameObject instead of remaining at its previous local rotation. Even if I define "space" as Space.Self.
The code that leads to this rotation change is inside `void ApplyPunchRotationTargets()`:
I've removed the "dial in" portions of the Punch methods in iTween until I can come up with a more bulletproof solution (all this means is that your ending rotations, scales, and positions may be slightly odd, though 100% accurate numbers). Hope this solves things for you!
Maybe this would be everything that's needed because the problem was that you assigned the worldspace-coords even if you punched in local space. Maybe this helps..