Yeah, 100% with you on this. Let's not make excuses for animation, in any 3D animation package you can constrain one bone to another so that, for example, an umbrella or sword is constrained to the hand bone of a character for some time, then you turn that off. A hat or helmet (from a different object), constrained to a character's head and easily swappable.keepfungus wrote: ↑Mon Feb 01, 2016 1:02 pm Reality...? Entities...? Real life...?
Sorry, I truly don't know what you are talking about but I challenge any animator to say that a parent between different bone layers wouldn't be more than useful.
The examples are myriad.
I remember doing this ALL THE TIME in Maya.
It's not a "nice to have", for a proper animation software it's a must have. I love Moho but it's missing some functionality.
Those of you coming from a traditional, hand-drawn animation world might be rolling your eyes right now but once you introduce bones, there are responsibilities that come with that, like IK for example. We can also argue that IK is not the real world, etc, etc.