Quote:

"Then you can apply it to a boned mesh."

As I said, you can apply the physics skeleton simulation onto the boned model. So you have _one_ model but with a bone skeleton. This has an advantage (visually) over sub-meshes, naturally.



i tried doing this with Newton, first i created a skeleton with different models and then i tried assigning each models' angle to bones angle, but it behaved strange
Have anybode done this successfully?