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View Full Version : problems with parenting/unparenting/reparenting


FreakyDude
01-18-2008, 08:59 AM
Here's the first problem:

I have 2 armatures, 2 separate eyes which are parented to a headbone. I want to unparent them, which for some reason didn't work at first, even though the armature's origin is 0,0,0, and no translations have been done whatsoever.
miraculously unparenting worked, but now I can't reparent them, not by first unparenting them, and not by directly repartening them to the second armature.
Because they jump out of place, even though there are NO translations going on whatsoever, meaning, the parents LOCAL=GLOBAL loc/rot/scale.

the second problem:

I have a light rig, which I want to link to a lot of files ( is it possible to link materials from the same file? I think so.. have to try that)
Previously, I imported the other way around, import the object, and scale it down 10 times.
So now I'm scaling up the rig ten times. except for trying to readjust the way the light looks, this works.
But now I need to translate the rig instead of the objects. So I'm parenting everything (lights/camera/targets) to a new empty, before scaling up, in the origin, again, no loc/rot/scale, LOCAL=GLOBAL.
My intent is to then scale that parent empty up and translate/rotate that one.
However, all the lights and the camera's jump all over the place.

I can fix some of these issues by first duplicating EVERYTHING! and snap the cursor to the duplicates, and then realign the newly parented objects to the 3D cursor.
But that's extremely cumbersome and just not how you should do it in the first place! PLus, I couldn't get the camera realigned in exactly the same way...:(

when unparenting, I've tried all the options, clear parent, clear parent and keep translation, and whatever that third option does as well. all give the same result, since every parent I've used so far is in global 0,0,0, meaning local=global.

This is really annoying to me. Does anyone have a clue why this might be happening?
and more importantly, how I can fix it?

RogerWickes
01-21-2008, 09:42 PM
That is freaky.

Ok, to parent just shift-select all the children, shift-select the parent last, and ctrl-P. If there was a parent for any of the children, it will be adopted by the new parent. If you are trying to select a bone within an armature, Blender will ask you if you want the coordinate/parent to be the whole armature object or a bone within. If you say Bone, it will be bone you picked.

FreakyDude
01-23-2008, 12:52 PM
No offence, and I'm glad that someone bothered to reply, but I don't think you read the question correctly. I am well aware of those techniques and shortcuts. My problem lies elsewhere.

whatever the hell those objects are and what they are parented to doesn't really (seem to) matter.
What matters is that regardless of them sharing the same origin or not, and being placed at global/world coordinates of x=0,y=0,z=0. they keep jumping out of place when I parent or reparent or unparent them.
the lights have some track to constraints, and the bone I want to parent the eyes to has an IK constraint. (but when I remove all contraints or take a newly added/vanilla bone nothing changes)
But those objects keep jumping out of place.
I did mention the local=global to illustrate that there is no need for a child to jump back to the global location, because it's local coordinates are the same as it's global ones, and still it jumps out of place.

The only way I can "fix" it is by using the 3D cursor and snap the objects back into position afterwards. But that trick still seemed to change "something" in the lightrig.

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