After tinkering for a while I realised that the method for attaching an entire
mesh object to a specific bone animation is by vertex groups that are to be
named the same as the bone that is being animated. This proves to be a bit
tedious and tiresome compared to the easier method of simply parenting the mesh
object to the bone in question, while in pose mode. Is it possible to add this
as a feature? I often work with separate mesh objects and parent them to bones
directly.
I was only able to figure this out with this document, which was like a small
cliffnote to an animation document:
https://docs.google.com/file/d/0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1
MTRlYTNjYTc3/edit?pli=1&hl=en#
Thanks!
Original issue reported on code.google.com by ChrisFG...@gmail.com on 3 Mar 2013 at 6:48
Original issue reported on code.google.com by
ChrisFG...@gmail.com
on 3 Mar 2013 at 6:48