Let me preface this by stating that my difficulty relates to Homeworld 2 (Not Remastered).
Utilizing CFHodEd v.4.1 I created 4 “emitter-decks” (arms) that extend from the BattleStation at madState codeRed and retract at codeGreen. This works in-game exactly as desired.
Upon the tips of each of these emitter-decks is a Weapon Hardpoint (Weapon_Emitter1 through Weapon_Emitter4) that exists as a child to the aforementioned emitter-deck Hardpoints.
I initially expected that; as children of the emitter-decks, the emitters (weapons) would be animated (carried) along the same tangental vector as the emitter-decks, both as desired and as exhibited by the animation in CFHodEd when played in CFHodEd. This however did not work as the weapons stayed in the same location during game-play. So…
I then attempted to also animate the emitter joints as well. This too failed to present the desired animation in-game as the weapons again stayed in the same location relative to the root while the emitter-decks extended and contracted.
I have as yet not attempted to place the emitters (weapons) directly under root (as opposed to as children of the emitter-decks) and animate them separately, but I thought to seek the advice of my peers (and betters) within this community before doing so.
Is there anyone here that can see and explain to me where my logic and application have failed and can perhaps offer a solution?
As always, I am profoundly grateful for any attempt to assist me in my endeavors.
Thom.