What if I imported the additional costume meshes onto the same base skeleton? The additional joints sure are still there right? Only accessed when the costume mesh is displayed. How do those get handled if lets say the animation being played has all relevant bones animated for body AND costume mesh?
This is the current setup:
Body is skeletal asset, skeleton has only body joints.
Costume is bound to body bones but has some additional bones that will require their own anim (which would be for body bones AND costume bones) or others will just be able to be simmed or pose corrected. When imported into the engine I chose it to use the body skeletal asset.
Some animations have been created for body bones alone, others also include costume bones (in addition to body bones).
Will this copyPoseFromMesh then be able to have the costume skeleton stay in sync with the skeleton in any case? Whether the animation played contains the additional bones or not? If it doesnt, they just dont do anything (no snap to origin). If it does, then drive those bones from the current anim as normal.
That is all I need to know.