![]() The outliner is great because there is no confusion with the active object, or which way the parent is going. The cube is the parent (active object) and the monkey is the child. Here the cube and the monkey have already been Object parented. This is the same as Using the menu in the 3D view header Object > Parent > Object.Ĭhild parent relation ships are represented in the 3D view by a small dashed line connecting the objects origins. Note that the parent is the active object and the child is the selected object. The most common way to parent objects is in the 3D view with two or more objects selected, press Crtl P > Object. From throes three vertices the child now gets location, scale, and rotation same as in a object parent with the benefit of tracking the vertices. Vertex (Triangle) At first glance it may appear the same as a object parent but rather it is the exact same thing as a vertex parent, except now there are 3 vertices. The parent object does not have to move, but a modifier can change the position of the vertex, the child object will move. It is the location of the vertex that is the parent. It differs from a object parent in that only location information is given to the child. Vertex This is one of the three main parenting types. It sets the lattice as the parent and the selected object as the child, plus it adds a Lattice modifier to the selected object. Lattice Deform Is a special option that is only available when the active object is a lattice. It does not set any parents, instead it adds a Follow Path constraint to the selected object with the constraint's target as the active object (the curve). Path Constraint Is the last option only available for curve objects. It also animates the Evaluation Time for the Path Animation on the curve object. Is sets a Object parent, same as the Curve Deform does. It adds a Curve modifier to the child object with the curve already set as the modifier's target Object.įollow Path again is only available when the active object is a curve object. It sets a Object parent, with the selected object as the child, and the active object (the curve) as the parent. Finally parent the object to the bone, with Ctrl P > Bone.īone Relative Is the same as bone with the difference that any changes made in edit mode to the parent bone will not effect the child object.Ĭurve Deform Is only available when the active object is a curve object (Bezier or Nurbs curve). With the armature now as the active object you can go in to Pose mode and select the proper bone. In the picture below I positioned the ring around the finger, then Shift selected the armature. Is exactly the same as a object parent, but here the child is transformed from a single bone. The three sub options Empty Groups, Automatic Weights and Envelop Weights are used in the rigging process.īone Is only available when the active object is a Armature. At this point it will do nothing more then a regular object parent. It adds a Armature modifier to the child object, with the armature already set as the modifier's target Object. It sets a Object parent, with the selected object as the child, and the active object (the armature) as the parent. Armature Deform is only available when the active object is a Armature. ![]() Any translation (scale rotation, and location) to the parent object will effect the child.Īrmature Deform This is arguably the most complicated group of parenting types. It is used in eight of the thirteen parenting types.Īny time two or more objects are selected the object parenting type is available. Object Is by far the most common type of parent. The differences in the many parenting types ![]() ![]() Out of that large list, there really only are three types of parenting. It seams that parenting is a complex ordeal, so let me try to simplify it. You can parent objects from five different windows: The 3D view, Properties Editor, Outliner, Text Editor and Console plus there is a daunting list of different parent types. There are many ways to parent objects in blender. The selection order is important, the parent object must be selected last so that it is the active object. For a quick and simple answer, select the object that will be connected (child object) first, then select the object that will transfer transformation data to the child object (parent object).
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