Attaching Object as child at certain point in animation

Hi Gang,

I have an archer that is reaching back to withdraw and arrow from his quiver and shoot it. I am instantiating the arrow in the quiver. During his animation when he reaches back to draw the arrow I wish to attach it to his hand and then as he shoots the arrow launch it as a projectile. I can easily instantiate the object as a child of the hand but I wish to time it with the animation drawing the arrow from the quiver.

Is there a way to attach an object as a child to a parent at a certain point of my choice during the animation?

Thanks,
The Oz

Use an animation event: http://unity3d.com/support/documentation/Components/animeditor-AnimationEvents.html

Thanks That got me on the right track. After creating an event where I wanted to attach the arrow to the hand I created a function in the script on the character and did the following:

function drawArrow() {
rightHand = transform.Find("Pelvis/Spine1/Spine2/Spine3/Spine4/Ribcage/RCollarbone/RUpperarm/RForearm/RPalm");
arrow = GameObject.Find("Arrow(Clone)");
Debug.Log("found :"+arrow);
Debug.Log("found :"+rightHand);
arrow.transform.parent = rightHand.transform; // this should attach the arrow to the right hand of the archer
transform.localPosition = Vector3(0,0,0); 
rigidbody.isKinematic = true; 

One thing I found was that you had to drill down the characters bone structure with transform.Find to get the right parent before attaching.

The Oz.