attach

Rides along with another object, keeping an offset from it and turning with it (a light on a character, a flashlight on a guard).

In scene text

attach { to "…"  offset (0, 1, 0)  turn true }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 17

FieldTypeUnit / rangeWhat it does
totext—Name of the object to follow.
offset(x, y, z)mDistance from it in its own frame: x right, y up, -z forward.
turntrue / false—Also turn with it.
bonetext—A bone of its animated skeleton to hold on to (e.g. "DEF-hand.R"); offset and rotation are then in the bone's frame.
rotation(x, y, z)degExtra turn, in the frame it's attached to.
support_offset(x, y, z)mTwo-handed items: this item's offset in the other hand's frame (zero: the other hand keeps its animation).
support_rotation(x, y, z)degTwo-handed items: this item's turn in the other hand's frame.
rigidtrue / false—A rigid part (a wheel on its axle, a door on its car): offset and rotation in the full turned frame of what it's attached to, chains followed in order.
shown_whentext—
coverslist of text—Worn on a body (helmet, hood, hat): parts of the wearer it hides while on, matched against the wearer's material names: ["hair"] keeps hair from poking through a helmet.
facingtext—
face_axis(x, y, z)—With facing eye: its own direction that faces the camera (a flat note's printed side: 0,1,0).
up_axis(x, y, z)—With facing eye: its own direction that runs up the view (a note's top edge).
grip(x, y, z)mWith facing eye: the point of it (its own coordinates) held at the bone's offset, where the fingers are.
hand_griptext—
grip_attext—
face_blendnumber0 … 1With facing eye: how far it has turned to the eye (0 keeps its own turn in the world, carried by its grip point; a script eases it up as the hand lifts it).
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