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?
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?
