What’s the difference between mesh.attachToBone(BONE, MESH) & mesh.parent = BONE
I would suggest to rely on attachToBone which internally does mesh.parent = BONE but also adds the extra steps to compute the proper scalingDeterminant, prepare the skeleton for the newly attached mesh:
/**
* Attach the current TransformNode to another TransformNode associated with a bone
* @param bone Bone affecting the TransformNode
* @param affectedTransformNode TransformNode associated with the bone
* @returns this object
*/
public attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode {
this._transformToBoneReferal = affectedTransformNode;
this.parent = bone;
bone.getSkeleton().prepare();
if (bone.getWorldMatrix().determinant() < 0) {
this.scalingDeterminant *= -1;
}
return this;
}
I was just curious if there was something “special” about how the parenting/attach works with this kind of case.
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