[Bf-committers] Fully qualified names for channels in actions?
Jarred de Beer
jarr2000 at gmail.com
Mon Sep 19 21:28:01 CEST 2011
Perhaps it's not the most 'convenient' solution, but something you can do is
key the 'Delta Location' transform (find it in the objects panel). It seems
to be like a layer on top of the 'Transform' data. You can then place them
anywhere in world space and they'll move relative to that point.
Hope it might help,
On Mon, Sep 19, 2011 at 7:37 PM, Tobias Oelgarte <
tobias.oelgarte at googlemail.com> wrote:
> Thats not what i meant. I try to imagine a simple solution to animate
> multiple objects independently, while the location for each object will
> be stored inside the same action. This could be much easier as to parent
> the objects to the bones of an armature or to use the NLA with one
> action per object layered on top of each other.
> Bones have their own names and own channels inside an action. Real
> objects do only share the same channel, which does not allow for
> multiple objects inside one action.
> Am 19.09.2011 19:11, schrieb Tom Edwards:
> > You can add a constraint that forces one object to move with the other.
> > On 19/09/2011 6:06, Tobias Oelgarte wrote:
> >> I just stumbled upon a simple task. I have two objects (a sphere and a
> >> cube for example) and i wanted to control their locations with _one_
> >> action. That simply isn't possible with one action alone, since both
> >> objects will share the location-channel (sitting on top of each other).
> >> Is there a way to store the location of two objects in one action or
> >> will i have to combine both actions with the NLA or the need to parent
> >> both to the bones of an armature?
> >> If it isn't possible, wouldn't it not make sense to (optionally) use
> >> something like fully qualified names in a way, that both locations could
> >> be stored inside the same action? I may be wrong, but i would find it
> >> useful for this properties.
> >> Greetings from
> >> Tobias Oelgarte
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