First - "parent together" is something that doesn't exist. You may parent one to the other, but not in both directions, this would produce a hierarchy loop and probably crash the stack (that's why tools don't allow 2-way parenting).
But maybe the simple parenting is working for your purpose too.
I'd suggest you use a recursive hierarchy parser as seen in the codearchives ("how to make entityalpha work with animated meshes").
Additionally read in the versions.txt (blitz3d install folder) what the exact class string of a "bone" is. Blitz has no bones by definition, possible EntityClass$() return strings are
Pivot
Light
Camera
Mirror
Listener
Sprite
Terrain
Plane
Mesh
MD2
BSP
I think your bones would be Pivots then. I am not sure if you can parent them and make them animate simultanously - probably you better determine the animation time of animesh 1 and apply it to animesh 2.
But maybe the simple parenting is working for your purpose too.
I'd suggest you use a recursive hierarchy parser as seen in the codearchives ("how to make entityalpha work with animated meshes").
Additionally read in the versions.txt (blitz3d install folder) what the exact class string of a "bone" is. Blitz has no bones by definition, possible EntityClass$() return strings are
Pivot
Light
Camera
Mirror
Listener
Sprite
Terrain
Plane
Mesh
MD2
BSP
I think your bones would be Pivots then. I am not sure if you can parent them and make them animate simultanously - probably you better determine the animation time of animesh 1 and apply it to animesh 2.