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Making an wraping dodecahedron animation. All the pentagon's movements are related with parent vertex. It's ok on the final stage - all connects correct, but while the animation the pentagons are moving with unwanted offset one from each over: enter image description here

enter image description here

enter image description here

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  • $\begingroup$ What do you mean by 'parent vertex'? Could you describe a bit more the way the parenting is done or upload your file here blend-exchange.giantcowfilms.com? $\endgroup$ – lemon Feb 23 '17 at 7:49
  • $\begingroup$ OK, thnks, uploading the file. "vertex parenting" as described here" - docs.blender.org/manual/de/dev/editors/3dview/object/properties/… $\endgroup$ – LDCO Feb 23 '17 at 8:11
  • $\begingroup$ OK... to me, parenting like that and using shape keys is far from the simple way to do that. Mainly because shape keys wont rotate but will linearly interpolate the positions. I suggest you use armature parenting having the bones rotating from 0 to 63.44° (check that!). Note also that this parenting can be made so that all pentagons are connected in one mesh with no doubles (the flat shape, I mean) $\endgroup$ – lemon Feb 23 '17 at 8:29
  • $\begingroup$ or... far better... simply use object parenting between pentagons! $\endgroup$ – lemon Feb 23 '17 at 8:36
  • $\begingroup$ but how can I rotate i OBJECT mode along the axe I need? Same for bones! I know how to rotate in edit mode... $\endgroup$ – LDCO Feb 23 '17 at 9:12
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Short answer as already answered here Wrapping geometry object animation

If you start with a face setting like this, you can rotate 72° to obtain the other faces:

enter image description here

Now if you set the snapping like this:

enter image description here

And use an empty as active element, you can place the face next to the others as you need:

enter image description here

Finally you obtain this:

enter image description here

From that you'll need (I describe this quickly as this is not the direct subject):

  • to join the bones,
  • join the faces (and remove double)
  • parent them with empty groups and assign the needed vertices to the corresponding groups manually

Now, as the bones are all along their local axis (along Y), you can rotate them all around X using 'individual origins':

enter image description here

So you can rotate them all around their local X axis, using RXX (twice X for local axis):

enter image description here

Last step: the dodecahedron as an angle of arcTan(2) = 63.434949°. So we need to set a keyframe for this rotation value.

enter image description here

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