I am proposing the ability to rig a unrigged object's origin to one or more bones (Up to 4, like mesh), alternatively, just between specific attachment points rather than bones. This would work like Blender's "Armature constraint" (Not to be confused with the modifier!) or Unity's "Parent Constraint", where it isn't performing vertex weighting on the entire mesh, rather only the origin point. This would allow for example, wearing a military light on a uniform pocket, if the pocket isn't fully weighted to the spine or chest. Another example would be a collar on a avatar that has a longer neck, such as a animal. Collars on quadruped avatars are notoriously difficult to get working properly (often appearing as floating or clipping, depending on how the head is rotated), and often require a specialized rigged mesh. I know that some collars on humans are not "worn" properly either, if the collar isn't worn exactly at <0,0,0> on the neck. The way I could see this working is by having a "Weights" option in the feature tab, and it opening a sub floater that allows specifying of up to 4 bones and their weight to that bone.