Ok, so my problem is that whenever I spawn in my entity, his snout and jaw do not move with the main part (his head). This isnt a Techne error, because the rotation points are overlapped perfectly. Is this an error in my code?
This problem also has to do with all four legs (This is a quadruped creature), and the parts that do move swing WAYYYYYY to far, the thighs going ABOVE the creatures head!
Also, the thighs are displaced, as well as the head. Why is this?
You asked me over in the Deeper Caves thread but I'm sorry, I can't really answer this. I haven't worked with custom models (haven't found a need to use them in what I've made yet), so I don't exactly know how to fix bugs with them.
However, I'll try to give you one idea.
Check that all the model components are linked to their proper parent components. I think this may explain some of your errors (but remember, I've never worked with custom models before).
For some reason I always have issues with Techne. Now, I don't create the models in Techne, but someone else does them for me, however, I have to go in a manually make boxes parents/childs using the method addChild().
So for example, at the bottom of the constructor, I mean the very bottom, add this:
This will make the Jaw a child of the head, so when the head rotates, the Jaw rotates as well. You run into an issue though with rendering. You need to remove this line:
However, if you load the game, the Jaw box is not where it is supposed to be, so you need to take some time and adjust the float values of the Jaw box to manually place the Jaw back where it is supposed to be. It's a painstaking process, however, after a bit you'll get it re-positioned.
This is just how I've figured out to add childs, and get them positioned properly. Not really the easiest of the options, but you definitely learn a lot about 3D Modeling in the process, so it isn't all bad.
THAT is a really good answer! But what of the parts being displaced from their original location?
I would tweak the offsets of each part of the model in debug mode until everything lines up, then check that everything works when you turn stuff, too. I'm pretty sure if you wanted the snout, head and whatever to all move from the same pivot, their position would have to be the same. Then you could just change their offsets in debug (just set them before you render the model, you can remove this later and change the original set values).