I've been pondering about this for a while...
Assume I'm making a RPG-style game and want to swap parts of the character mesh depending on what kind of armor he is wearing.
Weapons / shields and the like are relatively easy; you just align them to the hand joint / limb for each frame, but here we would need parts that actually follow the animations of the underlying skeleton.
I know the "easy" solution to this would be to load each part as a separate object and then set them to the same position / rotation and synchronize their animations. That would mean that they each must have separate animations however.
I was thinking that it would perhaps be possible to use
change mesh on the limbs that carry meshes (ie. leave the skeleton as-is) to update this, but I haven't had much luck with that (the newly replaced meshes tend to end up with seemingly incorrect transforms).
I figure someone else might have tried this or at least have some better knowledge or ideas about it and would like to share, so why not ask?
"Why do programmers get Halloween and Christmas mixed up?" Because Oct(31) = Dec(25)