wondering how best to handle having extra joints in a rig for handling things like carried objects, attachment points, attack points, interaction points. These should be outside of the skinned rig and free floating or still under a root bone at the origin and then just excluded from the skin binding? For something like carrying objects, I want to be able to attach props in game to them, but for something like FX I want to pin it to a specific bone, but I don't want really want that bone to be part of the skinned mesh do I? It could be a child of a skinned bone and just follow it around, or get specific key frames for an animation outside of the skinned mesh. This would be cheaper wouldn't it?
Cheers!
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