@slephy said:
@TwistedTwigleg I'm posting here because google search on BoneAttachment led me here. And on the topic of BoneAttachment: I'm reading the docs and I don't understand the value/purpose of using this type of node as opposed to, for instance, PhysicalBone. Both inherit Spatial which have transforms. Can you ....throw me a bone... on this one? (sorry, I just had to) Or in other words...can you help me understand the actual value of this node?
Sure! The BoneAttachment node will have its transform updated any time the bone poses in the skeleton change, as the skeleton itself updates the transforms. This has its ups and downs, but the end result is that the BoneAttachment node is pretty much always placed correctly and the exact bone position.
Additionally, the BoneAttachment node has been around for quite awhile, long before the introduction of the PhysicalBone. Not that it matters too much, but it’s worth noting.
The PhysicalBone is a bit more complicated and I should disclaim that I only have limited experience with it. The PhysicalBone node updates every time the physics update to place itself at the bone location. The PhysicalBone is also more memory heavy, even when not running physics, as it internally makes a RigidBody node per-bone.
Functionally, there is not a ton different though! In the future the BoneAttachment node may allow for setting the bone transform directly, which would make it useful for easily changing bone transforms in real time without needing to handle the transform conversions.
Currently though, the biggest difference is the BoneAttachment node is a more lightweight solution to getting the bone position than the PhysicalBone.
Hopefully this helps clarify the difference a bit! :)