# Model node links Beginner Artist >[!Note] >In some versions of Stride, **Model node links** are called **Bone links**. The **model node link** component attaches an entity to a node of a skeleton on another entity. For example, imagine you have two models: a knight, and a sword. The character has a sword swinging animation. You can use a model link node to place the sword in the knight's hand and attach it to the correct node in the knight skeleton, so the sword swings with the knight animation.
## Set up a model node link component 1. In the **Scene Editor**, select the entity you want to link to a node in another entity. 2. In the **Property Grid**, click **Add component** and select **Model node link**. ![Add component](../particles/tutorials/media/add-model-node-link.png) Game Studio adds a model node link component to the entity. ![Model node link component](media/model-node-component.png) The component only has two properties: **Node name** and **Target**. 3. Next to **Target**, click ![Hand icon](~/manual/game-studio/media/hand-icon.png). The **Select an entity** window opens. ![Select an entity](media/select-an-entity-window.png) 4. Select the model you want to link the entity to and click **OK**. > [!Note] > The entity you link to must have a model with a skeleton, even if the model isn't visible at runtime. > [!Tip] > If you don't specify a model, Stride links the entity to the model on the parent entity. 5. In **Node name**, select the node in the model you want to attach this entity to. ![Select node](media/select-node.png) After you link the node, the Entity Tree shows the link in blue next to the entity name. ![Model node link](media/model-node-link-sword-added.png) ## Offset To add an offset to the linked entity, use the entity's [TransformComponent](xref:Stride.Engine.TransformComponent). ![Transform](media/transform-component.png) > [!Note] > If you don't want to add an offset, make sure the values are all set to `0,0,0`. ## Example script This script demonstrates how to link one entity (such as a `SwordModel`) to a specific bone (`weapon_bone_R`) in another entity's skeleton hierarchy (in this case, the `mannequinModel`) using Stride's `ModelNodeLinkComponent`. ```csharp public class BoneLink : StartupScript { // This example assumes you've created a project with the default Stride models // "mannequinModel" and "SwordModel." Add them from the "Assets/Models" folder to your scene, // and then attach this script to the "SwordModel" entity ModelNodeLinkComponent boneLink; public override void Start() { // Initialize the script // Here we locate the entity named "mannequinModel" by searching the root scene's entities Entity owner = SceneSystem.SceneInstance.RootScene.Entities.Where(e => e.Name == "mannequinModel").Single(); boneLink = new ModelNodeLinkComponent { // This is the ModelComponent on the target entity (mannequinModel) Target = owner.Get(), // We set a "hard link" to Nodes[70], which corresponds to "weapon_bone_R" // in the target's skeleton hierarchy NodeName = owner.Get().Model.Skeleton.Nodes[70].Name }; // Finally, add this link component to our current (SwordModel) entity base.Entity.Components.Add(boneLink); } } ``` ## See also * [Import animations](import-animations.md) * [Animation properties](animation-properties.md) * [Set up animations](set-up-animations.md) * [Preview animations](preview-animations.md) * [Animation scripts](animation-scripts.md) * [Additive animation](additive-animation.md) * [Procedural animation](procedural-animation.md) * [Custom blend trees](custom-blend-trees.md) * [Custom attributes](custom-attributes.md) For examples of how model node links are used, see: * [Particles — Create a trail](../particles/tutorials/create-a-trail.md) * [Cameras — Animate a camera with a model file](../graphics/cameras/animate-a-camera-with-a-model-file.md)