Installable skillMIT

Bone Attachment

Attach meshes to bones of a skinned mesh, such as attaching a sword to a character's hand.

BY verekiaUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex◈OpenClaw↗CursorInstall in a listed agent.

instructions.md

---
name: bone-attachment
description: Attach meshes to bones of a skinned mesh, such as attaching a sword to a character's hand.
---

# Bone Attachment

Attach meshes to bones of a skinned mesh, such as attaching a sword to a character's hand.

## Technique

Create a `BoneChild` component that uses `useEffect` to add a container group to a bone and remove it on cleanup. The bone reference is obtained from the GLTF nodes after loading the model.

## Key Concepts

- Access bones from GLTF nodes (e.g., `nodes.HandR`)
- Use `bone.add(container)` to parent objects to bones
- Clean up with `bone.remove(container)` in useEffect cleanup
- Apply position/rotation/scale offsets to adjust attachment placement

## Usage

```tsx
const { nodes } = useGLTF('/character.glb')

<BoneChild bone={nodes.HandR} position={[0, 0.3, 2]} rotation={[0, 0, 0]}>
  <mesh>
    <boxGeometry />
    <meshBasicMaterial color="red" />
  </mesh>
</BoneChild>
```

---

This skill is part of [verekia](https://x.com/verekia)'s [**r3f-gamedev**](https://github.com/verekia/r3f-gamedev).
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.