Switching away from placeholder models and want to use bones to mark points of interest/attachment does bone attachment reference the head or the tail of bones as the the connection point.
I want to treat with as much attachment orientation issues as possible inside blender, where I can, my model has four holster locations presently using constraint driven empties to move weapons from holster to hand and back, I want to replace them with bones for the game version of the model
I assumed it was a known piece of info that could be easily conveyed, without much fanfare, my bad, still though why the head or choice since the tail is the default pivot in blender, unless you apply constraints that allow for the pivot to be reversed locations for bones are denoted by the tail as default…i can work around that but it’s a cumbersome extra step
This was one of the difficulties in answering the original question. There was any room for misinterpretation in either direction. And while I know how I use attachment nodes and how they work for me, before answering, I would have had to try it myself to make sure I gave valid information.
Given that my idea of what “head and tail” might be different than your idea of what “head and tail” meant, there was a good chance that even if I did answer that it would be unsatisfying and you might have to try it yourself anyway.
Figuring that regardless of which way it worked, you were still probably going to attach something to the bone… and that it would take less time to try it than to write two paragraphs… I suggested that it would be quicker to just try it.
Especially when you are going to be doing “a thing” anyway, never be afraid to try it. Maybe it works. Maybe it doesn’t… but you’ll be almost there and in some cases the question gets better and the answers become more understandable.