by Spike » Wed Jun 10, 2015 9:26 am
both engines do the attachment clientside. afaik neither emulates it even when the network protocol doesn't support it.
as jjsullivan5196 says, attachments change angles too based upon the attached bone's origin. this is somewhat vital for things like guns following the player's hand, but it does mean that you need to pay explicit attention to the orientation of the bones. The easiest way is to insert an explicit attachment bone (aka: tag) to your legs model at the same position as the current waist bone, but with an explicit+constant upright angle (with the legs geometry following the existing bone).
Alternatively you can attach your torso to the null bone (ie: "" instead of "Bip01"), however this will prevent your torso from moving up and down as the legs crouch and bob while walking.
death animations (where the torso tilts over by 90 degrees) are an awkward special case. presumably this is already an added complication.
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