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Describe your enhancement suggestion in more detail
Currently, in order to parent any object to an animation bone, one must decompile a model and create an attachment point from that bone (if one does not already exist.)
It would be far more convenient if one could parent an object directly to a model's bone through the use of the parent attachment system.
Here in the Model Viewer, you can see no Attachment Point exists for this Button's animated bone
In Hammer, I have attempted to parent the point_worldtext entity to the button's bone called button
This probably should not be seperate, and only occur if the model doesn't have the specified attachment. That way the model itself could be changed later, upgrading the bone to an attachment if the skeleton needs to change.
What would this enhancement be for?
Hammer
Describe your enhancement suggestion in more detail
Currently, in order to parent any object to an animation bone, one must decompile a model and create an attachment point from that bone (if one does not already exist.)
It would be far more convenient if one could parent an object directly to a model's bone through the use of the parent attachment system.
Here in the Model Viewer, you can see no Attachment Point exists for this Button's animated bone

In Hammer, I have attempted to parent the

point_worldtext
entity to the button's bone calledbutton
In this in-game recording, you can see it does not work.
https://github.com/user-attachments/assets/a33e0b5b-03c1-4834-9efb-7887c98d7c50
Please, add the ability to parent an object directly to a bone!
(I recommend adding a different keyvalue for it to avoid similar-name problems)
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