My opinion is, after you move the primary parent and scrub the timeline, the dynamic parented object hasn't had an opportunity to evaluate the new primary parent location on your first scrub through. Once you scrub, the dynamic parent gets the new primary parent location and adds that into its evaluation for future calculations. This isn't uncommon and it's not necessarily a bug. I've run into similar circumstances with multiple 3d applications. The L shaped object just hasn't evaluated its new location on the first scrub through when trying to calculate the rotation. Is your rotator null parented directly to the pyramid, or is it parented to the rectangle that your other objects are travelling along?
@@TheLightWaveGuy I've experienced this a ton with Blender. I'm wondering if you parent your pyramid to an object that maintains its worldspace if, when you move the pyramid, the dynamic object would act correctly, because the worldspace of the primary parent isn't moving?
@@TheLightWaveGuy Booo! It has to have something to do with the evaluation order of the movement of objects though, because it acts correctly after it is played or scrubbed the first time. If it was code, I would just move the code up in the order so that it was evaluated and confirmed immediately after the parent moved, or add a loop to check position and update all after the movement. Are all of the objects individual children of the pyramid?
dynamic parenter in LW is a mystery. I noticed that bug with a jump in one frame with parenter and I don't use it. Unfortunately I'm not of any help.
I used it in some other work and it was fine, but I wasn't moving the rig around with a null.
My opinion is, after you move the primary parent and scrub the timeline, the dynamic parented object hasn't had an opportunity to evaluate the new primary parent location on your first scrub through. Once you scrub, the dynamic parent gets the new primary parent location and adds that into its evaluation for future calculations.
This isn't uncommon and it's not necessarily a bug. I've run into similar circumstances with multiple 3d applications. The L shaped object just hasn't evaluated its new location on the first scrub through when trying to calculate the rotation.
Is your rotator null parented directly to the pyramid, or is it parented to the rectangle that your other objects are travelling along?
Thanks for the thorough reply! It's parented to the pyramid.
@@TheLightWaveGuy I've experienced this a ton with Blender. I'm wondering if you parent your pyramid to an object that maintains its worldspace if, when you move the pyramid, the dynamic object would act correctly, because the worldspace of the primary parent isn't moving?
@@rodneyschmidt3652 Good idea! I'll give that a go. Thanks!
Nope. 😪
@@TheLightWaveGuy Booo! It has to have something to do with the evaluation order of the movement of objects though, because it acts correctly after it is played or scrubbed the first time. If it was code, I would just move the code up in the order so that it was evaluated and confirmed immediately after the parent moved, or add a loop to check position and update all after the movement.
Are all of the objects individual children of the pyramid?
hi, been buggy since 2013, check the vizrt forum,
Dynamic Parenter not working as expected, help?
Yeah I'll check it out - thanks. Look like I need to put in a bug report. Where is the Vizrt forums? - Impossible to find on their website.
@@TheLightWaveGuy It is pretty google friendly... try it :-D