BGE - how to keep child off, and pose for armature?

Hi, guys,

I have a two problems at the start with BGE.
In the scene there are two metarigs (rigged and skinned) with objects, which they interact. http://joxi.ru/eAOqnQDUynvKmo

when start BGE:
First - one metarig go into rest pose, but the second metarig standing in pose normal http://joxi.ru/xAeGRq5UWeMVmy
Second - objects not keep they “child off” http://joxi.ru/LmGVd1juydB3rl

How to solve this problem?

UPDATE:
first problem is solved, I reparenting mesh to armature, strange thing but it work.
second problem is bad - bge not support child off, I try to use “copy transforms” it not still properly work(

As far as I’m aware, most object constraints do not function in the game engine. If you want an object to follow a specific armature bone, you should bone-parent it.

Here’s how to bone-parent:

  1. Selected the child object
  2. Add the armature to your selection group (e.g. shift+click the armature)
  3. Go into Edit Mode and select the bone you want to parent to
  4. Go back into Object Mode
  5. Press ctrl+P and select Bone from the parenting menu

Note: You can’t bone-parent objects after the game engine has started. If you need to dynamically parent objects to certain bones during your game, you should just bone-parent empties to the bones in question before starting the game. You can then parent objects to those empties during gameplay and they will behave just as if they were bone-parented normally.

Great Thank you for answer! At blenderartist it rare now.
I knew how to add more bones and assign for object.

can you send a little example or sketch for bone - parent empties?

update: I try to bake actions for object and in BGE it’s wrong((( https://youtu.be/sbKsbQVI1pY

how you should to do -

  1. create bone for weapon and weigth paint this weapon to this bone
  2. create bone - child bone for the chest
  3. create bone - child bone for the hand
  4. !!! all bone need to place in same location rotation - in the right place of the weapon when start
  5. weapon bone at start “copy transform” bone #2 = 1, “copy transform” bone #3 = 0,
  6. when keyframe ready for get weapon: 1 keyframe before “copy transform” bone #2 = 1, “copy transform” bone #3 = 0;
    and at needen keyframe “copy transform” bone #2 = 0, “copy transform” bone #3 = 1