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Missing Feature : supporting Parent to Bone (in blender) as AttachmentNode (in jme) #8
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Before response, I need to understand it (usage, use case,...). I never use it. |
Use Case : for example connect sword to hand of warrior so that sword will swing by his hand movement. I tried it but it did not connect. Let me try it one more time. |
So attachment is for runtime, not for design/modeling time ? |
Yes , attaching is for runtime but before then I need to add some place holder Node (By place-holder i mean a node with a local translation inside bone attachment node) in design time so that for example all knifes (which are small) should have a place-holder node for of type knife, an other place holder node for type sword (which are big) which any weapon of type sword will be attached to it and so on ... Edit : I can do it in code with some default translation but i like to concentrate all of these works on blender and try not to hard-code them. And by simply transforming that place-holder node in blender i can change where the attachments will be added. |
Thanks for all the info (again). I agree providing support for attachment On Tue, Aug 2, 2016 at 9:10 AM, Ali-RS notifications@github.com wrote:
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thanks was looking to codes. |
I can add a test case for this in xbuf_unittest.blend file, if you want. |
Hi
In blender we can set an specific bone to be the parent of one or many objects (Ctr+P --> parent to bone) which is the same as setting an object to a bone AttachmentNode in jme.
So is it good idea to support this and make the life a bit easy ?
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