Bones and Animating Question

I have two objects, a character(which I imported from Makehuman) and a tennis racket. I want to animate the character swinging the racket. I added a new bone to the character to represent the racket.

1. Do I HAVE to join the two objects together in order for the racket to use that bone??
2. If I can do this with the objects being separate, how do I tell the bone to relate to the racket and nothing else??
3. If I have to join the two objects, see #2.

bump

bump please help!

Well , techinclly , thers no reason to add a bone to the character for the racket. The racket could easily be attached to the character as a child inside the game engine. More spcificly , attached to the characters Hand as a child. All in all , theres several ways to achieve wht your trying , but it comes down to whats the most effective way to produce what you want, aned facilitate the future abilities / mechanics of your character as well.

In other words , if this character is never ever ever going to not have the racket in their hand, than sure model it right into the character. Otherwise , that might be a bad idea.

I’m also wanting to put a box collider around the racket, and I want the collider to move with the racket…

Put a bone for the racket in your character model’s armature. When you import the fbx with the armature in it and instantiate the imported asset in the scene the bones should be there as child objects. You can parent the racket to the imported bone.

The whole hierarchy is actually visible, so you add the racket as another child under whichever bone you want. The collider is added onto the racket object as a component. (Component->Physics->Box Collider) This will move with the racket.