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4

As stated in my comment, I'm pretty sure you can fix this by using Alt+P and selecting "Clear and keep transformation". This way it should clear the parent and keep its location. What happens in your example is that when you remove the parent like that, your object jumps back to the original location/rotation it was in before it was parented to something.


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A certain object can only have 1 parent in Blender. You don't need to worry about not being able to control the object the way you want to, because you can also control the parent objects, and so on and so forth. In my example I parented the hooks of the eyes, in which case if both are moved together at the same time will move the entire eye, to a single ...


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Based on the suggestion by @batFinger, I realized that if I delete the object using the keyboard shortcut or using the Python console, it is unlinked from the scene and its reference count decreases by 1. Since the pointer property still has a reference to the object, it is not removed from bpy.data.objects. Therefore, I check in my Panel draw() function (...


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Your question sounds like you have two different armatures (which are objects), you're selecting both and then entering edit mode (which in this case will be a "double" edit mode, working simultaneusly on two different objects). But the parenting you're looking for is possible only internally to one single object. So, select the eye armature, shift select ...


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Well, this is not the right way of using blender, turns out you need to animate all the objecst in a single frame and then you can make subclips based on what clips you want, this can be done using three.js Utilities


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Your bones might be moved in the pose mode. To reset all the bones do the following. Make sure you are in pose mode Select all the bones press Alt + G, Alt + R, Alt + S to reset position, rotation and scale respectively. Without more information than you gave in those screenshots, I can't really help any more. There might be some issues if you used a ...


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The solution was quite simple. Didn't understand the nature of the baking process and how it worked when the physics object (plus forcefield) was a child of an moving parent (the camera). Being a bit unexperienced in the physics field I did'nt understand the obvious necessity baking the flag / running the entire animation. After executing this the flag ...


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Insert more key frames. For example: at frame 0 : 0 degrees rotation at frame 2 : 144 degrees rotation at frame 4 : 288 degrees rotation at frame 5 : 0 degrees (360 degrees) rotation Be aware also that 5 frames is just 1/5th (0.2) of a second at normal animation rates, so your prop is going fully rotate 5 times a second.


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It would be nice to see what it is doing in the final render. However, normally when something like this happens, either you have a subdivision surface modifier on the object with cloth and you have settings set differently on the view port than the render. This would apply into the same concept as other modifiers that you could have on the object with cloth ...


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Hey it's been a while with no response, so I figure I'll post my alternative in case anyone else sees this with the same issue. While soft body is nice because it updates quickly in real time, that's not a required feature for a project that you'll be rendering to video. I was able to achieve nearly identical results using a cloth sim, without any glitched ...


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TL;DR: Set offset for a corresponding source collection in properties>object>collections to control where collection will be placed with respect to empty when collection is instanced It is possible to provide the offset for a selected collections in source file. Offsets can be set for a source collection in Collections Panel of Object Tab of Properties ...


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