Check out this thread:
http://www.highend3d.com/boards/index.php?...p;hl=molemansd7
Toward the bottom we discuss parenting an object's shape to a joint (a transform node). This may help.
Here's a scene to demonstrate the principle:
( copy and paste this, in the script editor, then execute, but be warned, it creates a new scene file)
CODE
file -f -new;
circle -c 0 0 0 -nr 0 1 0 -sw 360 -r 3 -d 3 -ut 0 -tol 0.00155 -s 8 -ch 1; objectMoveCommand;
circle -c 0 0 0 -nr 0 1 0 -sw 360 -r 3 -d 3 -ut 0 -tol 0.00155 -s 8 -ch 1; objectMoveCommand;
move -r -os -wd 0 2.863291 0;
select -r nurbsCircle1;
select -r nurbsCircle1.cv[4:5];
move -r -os -wd 0 2.387283 0;
select -cl;
hilite -u nurbsCircle1;
select -r nurbsCircle1;
parent -add -shape nurbsCircleShape1 nurbsCircle2;
select -cl
Basically, this creates two nurbs circles, translates one up in Y, changes the shape of the first curve, and then parents the shape of the first circle to the second. You can see how circle1's shape was in essence added to circle2. You can decipher if from the script above, but it comes down to the line:
CODE
parent -add -shape nurbsCircleShape1 nurbsCircle2;
// parent -add -shape (shape node you want to parent) (transform node to which you want to parent);