An observation from the latest GR2 Version (also observed in some previous ones) (finally was some free time):
There are 4 bones in a GR2 file that I'm taking as base for my little project. I'll just call them for simplicity 0-1-2-3. The structure is also simple:
0 (root bone)
|
-- 1 (main mesh bone)
|
-- 2 (main collision bone)
|
-- 3 (secondary collision/dmg bone)
I honestly still have no clue why this was done for this particular object, which was taken as a base (chrysler building). But I do know that I cannot move 3 bone out and try and use it on its own or switch to bone 2 as collision. Just telling you - it does not work. The bone specs are actually very very different. At least it looks that way.
There are 2 meshes. Call them mesh1 mesh2.
Mesh1 is by default sitting on bone 1 (bone bindings).
Mesh2 is by default sitiing on bone 3 (bone bindings again).
If I change the bindings, which should in turn thange the name of the bone to the bone I'm changing the binding to, it does not happen.
Furthermore, the mesh/bone will somehow ALWAYS be bind to the bone/mesh that it was ORIGINALLY bind to.
So here is a particular example to stop my sluring
Going back the the above described mesh:
Let say I want to change things and use bone 3 somewhere else. I still want a collision object/mesh and collision bone. That would mean that I would bind mesh2 to bone 2. Theoretically speaking, now mesh2 and bone 2 should be linked, united, two parts of one, etc (being silly here, but you get my idea). So from that, if I change the name of bone 2, the name of the mesh2 should also change and vice versa.
But that is not how that works. Changing name of the bone 2 will do nothing to the mesh2 and changing name of mesh2 will CHANGE NAME OF BONE 3.
It's not the biggest issue. Just something worth noting.