Hi!
When we are working on image attachments where one attachment need to fit inside the other one ( e.g. a character inside a car / mech, or a head inside an armor piece), we generally need to break the outer attachment apart into a "front piece" and a "behind piece". Then we fit the other attachment in between them.
For example, we need this head inside the helmet, being drawn on top of one side of the helmet but under the other side.
Like this:
In order to do that, I generally break the helmet down to 2 pieces and into different slots (under the same bone). Then fit the head inside.
In this case, when we need to use mesh to transform the helmet, we need to make sure that the front piece and the behind piece of the helmet has almost the same mesh transform in order for the seaming part to match.
One way to achieve this is to give the exact same mesh to the 2 images, then copy and paste every mesh transform keys in the animation.
Another way is to control the mesh transform with only the weighted bones, then set the same weights on the 2 meshes.
The second way is not always preferable because of the limitation when using weighted bones. The first way can achieve the goal of keeping the 2 meshes the same, but it requires repetitive labor especially when the animation needs a lot of tweaking.
Is there an easier way to achieve 'linked mesh' effect on different slots so that we can easily use mesh transform and keep the 2 pieces synced when they are only separated for draw order?
Thanks!