This is what I mean:
Rotation before parenting / attaching to Bone:
Rotation after parenting / attaching to Bone:
I had found this post which almost rephrase what I’m trying to do Rotate child mesh to match world direction vector unless I misunderstood it.
" Have rotation of a child mesh / node looks exactly the same regardless of parenting"
So my thoughts were:
- Obtain rotation of the “sword” relative to the future parent
- parent
- Add relative rotation to the parent’s rotation so the new sword rotation “looks” the same as before
I’m sorry for my poor formatting and explanations
PS: Happy cake day!