attach_rig
Plug a sub-rig into a named bone of any rig, merging its clips by name with the host's clips so matching animations combine and timelines align.
Instructions
Plug a sub-rig into a named bone of ANY rig; its clips MERGE by name into the host's clips (same name = same animation, timelines added; a host clip keeps its length, loops refit to divide it exactly, one-shots retime).
kind="" lists the kinds with their layer names, default bones and options. Kinds (default bone): ears (head): ear_l/ear_r 2-bone strands with physics; clips ear_perk (exact spring overshoot), ear_flatten, ear_swivel (toward options.sound, the far ear lags), idle twitches. tail (hips): strand with physics; options.tail_mood happy | alert | angry drives idle; clips tail_happy, tail_alert, tail_angry; reacts in walk / run / win if the host has them. wings (chest): wing_l/wing_r (+ wing__feather); options.wing_type feathered | bat | insect; idle = slow breathing fold, excited = flutter; win reaction. horns (head): horn*/antler*: rigid, tiny inertia lag on head turns (physics on shear only). digitigrade (hips): leg_l/leg_r zigzag layers -> thigh, shin, metatarsus with the reversed hock, IK feet (foot_l/r ride them); walk (planted feet, sfx_step with l/r in the string), run reaction. mermaid (hips): mermaid_tail (+ fluke) as a rig_serpent chain; legs hidden; swim, idle_float, idle. snake_hair (head): snake (8-12): each a serpent with its own randomised idle; snake_look (shared IK target). fur (any): options.slots or fur*/coat*/mane*/ruff*: outline bones with physics; fur_ruffle (wind gust). glow (any): options.slots or eye*/rune*/vein*: the FX shine pulse (eyes) or electric_frame (runes) via fx_recipes.apply, tiled into options.clips (default idle) with exact loops and fx* events. name prefixes the new bones (attach the same kind twice).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| bone | No | ||
| kind | No | ||
| name | No | ||
| options | No | ||
| project | No |