[Bf-funboard] Reasoning behind child - parent coordinates

Jeffrey italic.rendezvous at gmail.com
Fri Apr 17 20:50:32 CEST 2015


I would hope so. I've found this functionality very confusing myself. We 
should at least be able to access the offset as a setting.

On 04/17/2015 09:59 AM, Knapp wrote:
> On Fri, Apr 17, 2015 at 6:00 PM, Gatis Kurzemnieks <
> gatis.kurzemnieks at gmail.com> wrote:
>
>> Hello.
>> I am wondering what is the logic behind Blenders weird coordinate
>> calculations when doing parenting operations. What I mean is that child
>> objects local coordinates are not real local in relation to parent, but
>> there is the hidden "origin" transformation "matrix_parent_inverse" which
>> is not represented in UI in any way.
>> Simple example : Create two objects at 0,0,0. Move one object somewhere and
>> then take the first object (still at 0,0,0) and parent it to moved object.
>> You would expect that child objects coords would now be offset relative
>> from parents, but no - they are still 0,0,0. I mean come on - when childs
>> local coords are 0,0,0 it should be in the origin of it's parent, right!?
>>
>> There is a command "Make Parent without Inverse" that parents without the
>> hidden offset, but it destroys the real offset - putting child in the
>> center of parent and this is bad. There is also a command called Clear
>> Origin, that does something similar (but not exactly and not always - and
>> it is not clear to me what and why. It takes Alt O, Alt G, Alt O again to
>> clear origin and coords completely in some situations).
>>
>> I can't see any benefit, reason or logic behind this. This makes things
>> confusing and conflicts with the way other 3d apps work. And I can't find a
>> simple solution (besides writing my own python script which I did), to get
>> normal parenting behavior.
>>
>>
>> best wishes,
>> Gatis
>> _______________________________________________
>> Bf-funboard mailing list
>> Bf-funboard at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-funboard
>>
>
> Just a guess, but could this be yet another strangeness of the old
> dependency graph that the devs are working hard to repair/rewrite??
>
>

-- 
Jeffrey "Italic_" Hoover



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