each bone actually is considered a limb, and so you can do such:
rightHand = get limb by name(myCharObj, "Armature_hand_r")
glue object to limb someWeapon, myCharObj, rightHand
where "Armature_hand_r" is the literal entry in the .x file, and is composed of the export of a bone named "hand_r" within the skeleton/armature named "Armature"
glue to limb does tend to cause the scale to go off, so you will need to correct this after it is glued, as well as the base rotation.
the 'get limb by name' function is from the
Matrix1 Utilities which I cannot recommend strongly enough if you are not already using them.
If you want native language set, you can get the limb number using a checklist, or you can get it by reading through the .x file in a text editor.
Quote: "
I ask this because if you try the commands to attach an object to a limb of an object all what you get is just following the normal movement of the character (when walking for example), but doesn t follow the animation of the character."
This should only happen if you are attaching to limb 0, which is the root limb of the object itself.