I'm looking up how to do it in Unity and there's a script for attach objects via a bone. However, I know you can use bone attachments for objects in 3DS MAX and Blender. The only thing would be properly implementing them into the game since UNITY from the way it seems expects you to do it their way. But that is a problem for another day. Thank you so much for your help!! :)
If I were setting up such a system in unity I would create an attachment point script and a attachment point group script
AttachmentPoint.cs
using UnityEngine;
class AttachmentPoint : MonoBehavior {
public string name;
void Start() {
AttachmentPointGroup group = gameObject.GetComponentInParent<AttachmentPointGroup>();
group.Add(this, name);
}
}
AttachmentPointGroup.cs
using UnityEngine;
using System.Collections.Generic;
public AttachmentPointGroup : MonoBehavior {
private Dictionary<string, AttachmentPoint> attachmentPoints = new Dictionary<string, AttachmentPoint>();
public void Add(AttachmentPoint point, string name) {
attachmentPoints[name] = point;
}
public void Get(string name) {
return attachmentPoints[name];
}
}
You add the AttachmentPointGroup on the root element of your character's game object. Then you add AttachmentPoint scripts to any bone you wish to attach things to. The string name lets you specify unique names for each attachment point. You can then get the AttachmentPointGroup component whenever you want to attach things to the hands/head/torso ect.