Thatoshiriguy
New member
As per the title.
A made up example would be, there are 2 atoms in the scene, generic ones, and the goal is to make atom 2s leg function as atom 1s.
And I don't mean just link them together, I mean that whenever anything references atom1.leftleg (or whatever the syntax is) it would be pointing to atom2s instead.
The goal would then be to have another imported item function as a limb (or penis later on) providing it has the same controller names etc. So if I somehow cut off an atoms leg, imported it to a scene as it's own object, then I should be able to have a plugin think that is the real leg, so moving that leg up would move the atoms body etc.
My thoughts were that maybe I could go atom1.leftleg = atom2.leftleg, and then just hope that all other triggers etc from atom2 would carry over.
A made up example would be, there are 2 atoms in the scene, generic ones, and the goal is to make atom 2s leg function as atom 1s.
And I don't mean just link them together, I mean that whenever anything references atom1.leftleg (or whatever the syntax is) it would be pointing to atom2s instead.
The goal would then be to have another imported item function as a limb (or penis later on) providing it has the same controller names etc. So if I somehow cut off an atoms leg, imported it to a scene as it's own object, then I should be able to have a plugin think that is the real leg, so moving that leg up would move the atoms body etc.
My thoughts were that maybe I could go atom1.leftleg = atom2.leftleg, and then just hope that all other triggers etc from atom2 would carry over.