i don't think this is possible as i think it would require you to create a bone for the mesh also. I don't know if gamestudio allows creating bones at run-time, i haven't explored that area yet.
If there isn't physically a bone there, then the arm cannot use bone animation.
you could creeate fakebones yourself but its realy hard i tried my self and there where a few problems
-the movment off bones is a slight differnt(because of the movement of the parent bones) -you will need ent_clone because you will need vec_to_mesh -is litle bit heavy -use more memory -more lines of script but after all no problem i converted everything to smal functions so createa a bone white parent was 5 lines then you use it like normal bones -no (med)editor
great things are -you can use more vertex for every bone -creating bones during rune time -adding vertex during runtime
i never fineshed it but if you want i can give you my script maby you finshe it
"empty"
Re: Bones and Meshes
[Re: flits]
#211389 06/16/0812:5606/16/0812:56