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Found 5 results

  1. This is my first suggestion topic in the forums so I'll make it count. So lately Mine-Imator users have been waiting for the next update of Mine-Imator which David started and now passed on to Emunator and Nimi. So here's the suggestion which it can help animators (I think) easily animate some certain areas of their animation. Disabling Inheritance of Parenting in the Timeline Disabling Inheritance of Parenting in the Timeline can be helpful if you make a throwing animation while not using an another duplicate of the object to animate it. Not only just ease Throwing Animations but also some certain scenes like Separation of body parts etc. I don't know if this suggestion will be useful in the future features of Mine-Imator but let's continue to support Mine-Imator even now you use different animating softwares now. Thanks for Reading!
  2. when i parent something it moves everywhere when the thing i'm parenting to is like right next to the thing why?
  3. An incredibly common problem I have with Mineimator is when I set all the values for an object, such as position and rotation, and then I parent it. The object's stats remain the same, but it's 0 point is now the parent, basically changing everything I had done. Whilst there is an option to uncheck properties that were changed, then that value is unlinked to the parent. I propose the ability to keep the properties linked, and have the parent being the '0' of the object, but one difference: The ability to have the stats change to compensate for the new '0', or the parent, but due to the compensation, it keeps it's relative location. This would be really good for parenting object to arms, such as weapons, if you later plan on deattaching it. It would also help people like me who make mistakes early on while planning on parenting, and having to relocate the entire object.
  4. Heavenira here! The current rule of parenting something in Mine-imator isn't so sophisticated. When parenting something, it'll attach its properties to position, rotation, and scale. For example; let's say if I change the scale of a block to x2. All the objects attached to it will scale up by x2 as well. In the following photo, you'll see a difference with the interface. The interface of the previous photo is the default one. You'll see position, rotation, and scale with a parented symbol. If you look at alpha and overlay, it will have an unattached parented symbol. This means that if you change the parent's alpha or overlay, it will not affect the attached object. So I was thinking that you can toggle these parent symbols next to the property you want. This can help with the rigging glitch that you encounter when scaling something. Here's most of the examples. Overlay Position Rotation Scale I hope you'll aprove of this suggestion! Don't forget to leave a comment!
  5. Dragon

    Lock to Parent Problem

    Hey.. i know this sounds very stupid but here's my problem.. I was going to make a computer rig but when i try to make the sides and parent it the size go smaller than the original .. I try to unchecked the lock to parent from the keyframe options but i try to the parent it's the only one who moved .. so please help me with that.. I'll make a computer rig with a table and chair including the keyboard, and mouse.. So it would awesome and great if you helped me fix this problem.. Here's an Image Unlocked in keyframe options but locked in Instances: Locked in keyframe options and instances See how the size change .. that's my problem.. so please help me or post a tutorial..
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