I’m animating a custom rig with mesh deformation (bones), and i’m trying to position attachments to the worldposition of each bone to add trails to the character.
It seems that when the mesh is animated, the worldposition of every bone stays the same as it was when there was no animation playing.
This is a bit of a roadblock for the project i’m working on, so if there is any way to fix this, or even an alternative way to put trails on a mesh rig it would be super helpful.