Timeline for Does the armature have to be the highest parent
Current License: CC BY-SA 4.0
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Aug 23, 2022 at 21:35 | comment | added | user3345048 | One interesting thing about this answer is that the "best" practice explained here is actually only for Movies. For development in video game, it's a completely different thing and, in case of complex "pieces-by-pieces" collection of mesh, it's expected that all pieces are set and separated properly though parents with the right naming. (For example, you might have a parent for all the heads models, 1 for all the chest armor, 1 for all the boots, etc. This is the standard in 3D assets for video games.) | |
Dec 10, 2021 at 15:51 | comment | added | Marty Fouts | There's moving the object to place it initially in the scene and there's moving the object to keyframe its position. Moving the armature is for the first purpose; moving the root bone is for the second. | |
Dec 10, 2021 at 15:40 | vote | accept | Sidney | ||
Dec 10, 2021 at 15:39 | comment | added | Sidney | The point with moving around the object, isn't that the soul purpose of the root bone? | |
Dec 9, 2021 at 23:42 | history | edited | Marty Fouts | CC BY-SA 4.0 |
added 145 characters in body
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Dec 9, 2021 at 15:42 | history | answered | Marty Fouts | CC BY-SA 4.0 |