From Valve Developer Community
Revision as of 01:38, 8 November 2007 by Beeswax
$attachment (name) (bone name) (X) (Y) (Z) ["absolute"] ["rigid"] ["rotate" pitch yaw roll]
* Attachment points are now named based instead of fixed indexed based. They also can be defined in absolute coordinates instead of being bone relative. If defined as "rigid", the bone they’re attached won’t be assumed to animate and may be optimized out, in which case they’ll reattach themselves to the first available parent bone.
- The "rotate" option will change the orientation of the attachment point, in place, relative its parent joint.