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so object x has the parent armature and weight painted to "bone", all the "y" objects are parented to Object x, when i move object x the y's move along with it just fine, but when i move Bone the Y objects dont move along and just stay there. What do i do?

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Because you likely parented Object 'X' to the Armature at the Object level, not at the bone level, which I suspect you intended. Parent things to the bone level instead, as shown: enter image description here

That all said, while this technically works, I strongly suggest just skinning everything, with no geometry-object parenting (except to get the entire mesh parented for proxies). It makes depsgraph evaluation way easier, and it'll be easier to update in case you change your mind on the model after you begin animating.

Here's the result of your desired behavior (I haven't gotten rid of those constraints on the feathers, though).

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  • $\begingroup$ I agree with your remark, Mike. In case you change your mind about it @pranavjitvirdi, the blend file of my answer is in this idea. $\endgroup$
    – lemon
    Jun 24 '16 at 17:45
  • $\begingroup$ @lemon k will keep it in mind. $\endgroup$ Jun 24 '16 at 17:49
  • $\begingroup$ @lemon Oh perfect haha. I just posted my answer seconds before you did, and I didn't notice yours. Otherwise I would've just up-voted yours :P Birds of a feather flock together, no pun intended. $\endgroup$ Jun 24 '16 at 18:00
  • $\begingroup$ Yes and not... in fact, effectively, the effect @pranavjitvirdi wants to have is more hard (or long) to obtain in the "conventional" way... so from that point of you, I cant disagree with pranavjitvirdi. (but of course no problem about your posts !) $\endgroup$
    – lemon
    Jun 24 '16 at 18:03
  • $\begingroup$ pranavjivirdi Glad I could help! But FYI lemon's take is cleaner, and makes it easier to revise. Shallower object-level hierarchies are almost always better. @lemon: I'm not even sure what the "conventional" way is, you mean the use of skinning? $\endgroup$ Jun 24 '16 at 18:10
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OK, this is "normal".

Y feathers are parented at the object level. But the object level stays in place when the X mesh (think about it as 'edit level') is moved by the bone. Because the bone does not moves the center point of the wing.

What you can do it parenting your feathers like you did for the X wing.

Or set all wings and feathers in one object and parent it to the bones. Like this :

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  • $\begingroup$ but that doesn't accomplish what i wanted to do. in my original file rotate the object x and you'll see that the feathers all have constraints so that they condense together when rotated one side and spread out when rotated the other, if i directly parent then that effect wont work. :( $\endgroup$ Jun 24 '16 at 17:36
  • $\begingroup$ @pranavjitvirdi yes, I understand. So the other answer from Mike is the good one ! $\endgroup$
    – lemon
    Jun 24 '16 at 17:42

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