Detach Object from Bone
Stop a scene object from following a bone while keeping its current world transform.
Requires the live-rig update and a build with Rigged Objects. A public release date has not been assigned. These controls do not operate on baked sprite frames.
Find this advanced behaviour under FX → Animation. Triggers immediately.
Properties
| Property | Meaning |
|---|---|
| Object A | The follower object or follower group to detach. |
Example
- Attach a scenery accessory with Attach Object to Bone.
- When it should be released, execute Detach Object from Bone on the accessory, not on the character.
- The accessory stops following at its current world position, rotation, and scale.
- Use separate movement/physics behaviours if the detached object should then move or fall.
Outputs
Object A ID identifies the selected object; Object B ID is also available where the command uses Object B. Valid is true when all resolved targets succeed. Error describes an invalid or missing selection. Invalid commands finish instead of leaving the chain waiting. For a group command, some compatible targets may already have succeeded even if Valid is false.
Notes
Detach does not transfer bone velocity, create a physics joint, or automatically switch physics mode. Inspect Valid/Error when the target is missing or unsuitable. Detaching does not remove the rig's own artwork attachments.
All rig behaviours · Body Parts and blending · Walk, Crouch, Jump, and Shoot tutorial

