I've been messing with animated B3D models and I wanted to add a transparent "helmet" to my model. What I tried doing was making a "helmet" model and attaching it to the "head" bone of my model. The problem is where the model gets placed is nowhere near the head bone
![Sad :(](./images/smilies/icon_sad.gif)
In this image, you can see that the helmet is displaced from the character. And yes, the helmet's model is centered at 0,0 in Maya -- no worries there.
![Image](http://i194.photobucket.com/albums/z79/cannibalchef/displaced_helmet.jpg)
In this image, you can see that the helmet has moved/rotated appropriately with the model, though it is still displaced.
![Image](http://i194.photobucket.com/albums/z79/cannibalchef/displaced_helmet2.jpg)
Finally, here is the skeleton for the character. As you can see, the skeleton doesn't extend beyond the model, except for the animation curves, which I have labeled.
![Image](http://i194.photobucket.com/albums/z79/cannibalchef/displaced_helmet3.jpg)
Any ideas why this would be happening? If I do raycasting I also "find" the joints of the model to be out of place, though they are proportionally in the correct locations. Of course no bounding boxes appear for these displaced joints.
Edit: I've thought about attaching the helmet in the character model itself and exporting them together, but I would need a different material/texture for the helmet and the model. Is that possible with multi-texturing? How would I go about that?