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+1 vote

Is there a way of doing this? I’ve spent days trying to figure out how to attach a weapon to have a hand model and import it, but only armature deform works and that warps the gun.

  • Bone and object constraints (child of, copy transform) don’t work at all as gltf doesn’t export it or Godot ignores it.
  • bone parenting seems to almost work and even imports as a boneattachment, but it’s offset badly in Godot and requires each gun to have its own bone and armature, which is clunky.

Is there a method to this I’m not understanding? I don’t want to manually parent a boneattachment to every gun as I may need to make changes later to the weapons glb and there’s no way of reparenting inherited nodes.

in Engine by (42 points)

2 Answers

–1 vote

Look up the BoneAttachment node. I think this is what you should be using

by (1,346 points)
0 votes

Per the documentation:

A bone can be the parent of an object in Blender; this relation is exported as a BoneAttachment node in the Godot scene.

Make your gun the child of the bone you want it to be attached to in Blender, and Godot will import it properly.

by (97 points)
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