We can do more with
Actors than just play animations on them. We can also attach other
NodePaths to specific joints in an
Actor so that they will follow that joint wherever it moves. This technique is often used to put objects in a character's hands. For our game, we'll be using it to attach the discs and turret to our cycle.
This technique works well for us because we want to change the rotation of the discs and turret. For that to work correctly, the models need to have the points they will rotate around at
(0, 0, 0) in their own coordinate system. That means we can't reposition them in the modeling software, as we did with the static parts of the cycle such as the power plant.
Instead, we'll load an
Actor that only contains three ...