Hello everyone, I was attaching an object, which consists of several meshes, to a bone. To make things simpler, I created a TransformNode and added all the meshes to the transform node and then attached the TransformNode to the bone.
Now, after I added the TransformNode to the bone, the TransformNode appears to be scaled by an amount which is equal to the scaling of the parent mesh of the skeleton. Is this the expected behavior? How to prevent the TransformNode from being scaled on being attached to a bone?
Thanks for the clarification. That’s exactly what I did but, somehow, was not not sure I was doing the right thing.
Also when a mesh is far from world origin and it is attached to a bone, the mesh will appear nowhere near the bone unless you set the position of the attached mesh to (0 0,0) or to somewhere close to the origin before calling attachToBone. This is not documented anywhere but is important as it may look like the mesh is not attached to the bone which may lead to thinking that attachment is not working. The mesh is attached to the bone in this case but with a large offset.