I have a simple scene featuring a cell-fractured Cube
object with the following Animation Nodes setup, based on Jacques Lucke's tutorial here.
I was wondering how it would be possible to effectively parent all of the individual fractured pieces to an animated Empty
object and have them rotate as if the cube was a whole (see the .gif
for reference, below), whilst retaining the individual piece matrix transformations defined within the AN setup?
This is using Animation Nodes 2.1 for Blender 2.79.
Thanks in advance! :)
UPDATE:
Using Omar's suggestions, I have been able to parent the Fracture Group objects to the Animated Empty object by multiplying the Animated Empty's matrix input by the manually generated ID Key
initial transform matrices of objects in the Fracture Group (see below).
I would also like to parent the Sphere Empty object to the Animated Empty. I have been able to do this again by manually creating an ID Key
of the Sphere Empty's initial transforms, however, I was hoping that there would be a more automated method, rather than having to generate ID Key's by hand for each object I'd like to parent. Below are several attempts at automating this approach. @OmarAhmad, the first .gif
below is a reference of what I'm trying to achieve, although obviously, this one uses the manually created ID Key's.
Unsuccessful Attempts without ID Keys:
CTRL
+P
doesn't seem to work, I assume due to the fact that the AN node-tree overwrites any other custom object transforms? My end goal is to have the Object Controller FalloffEmpty
expand, shrinking the fractured pieces as it does, whilst the whole mass rotates around a secondEmpty
object, which is hand-animated (as is shown in the gif, except with the solid cube swapped out for the fractured objects). A bit complicated to explain! Let me know if you need any further clarification. :) $\endgroup$