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Up Topic OC, ready to hit the American market?

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In Response to Ringwaul
Well, my search in the bugtracker didn't turn up anything, so I must have never submitted it. :s

>When you attach a mesh to a Clonk's bone and that bone changes orientation in an animation then the attached mesh will be rotated accordingly.


What I am thinking of here is the functionality to have an attached mesh deform with it's parents skeleton. So, it would be exported with vertex groups equal to that of the parent mesh, and it would be deformed by the parent's bones. This isn't something I would list as high priority at all, but it would be useful for such things as outfits.

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