All right.
So in this video, I just want to take a quick look at the attachment instance.
And the attachment is basically an instance that defines a point, an orientation that's relative to
its parent, which has to be a part.
So, for example, here, if I take my part here and I put an attachment inside of it, I can see my
attachment here in the center of my part.
And right here we have a see frame in my attachment as well as the world C frame.
So this is the global position of my attachment.
It follows the position of my part.
So if I move my part around here.
You can see that the positioning for the world C frame of my attachment changes as well, but it also
has another C frame property here that stores the offset relative to this part.
So if I were to move this, let's say like that, you see I am -8.95 from the origin of my parent part
on the x axis.
You can also rotate these attachments as well.
And attachments are useful because we can use them as a point for like particle emitters.
So instead of a particle emitter emanating from this part, it just comes out of the attachment.
You can also use them with lights, which we'll learn in a little bit, and you can also use them for
sound.
So if I put a sound in here, the origin of this sound would come from the attachment and not the part
itself.
The attachment is also required in several other instances, including constraints.
So you'll end up using attachments quite often.
And I just wanted to show them to you real quick in this video.