I joined my character mesh with armature and set it to automatic weight. But my character's clothing, accessories(earring, glasses, rings, hair, hair tie), eyes, eyebrows, eyelashes, etc. none of them are following. Do I parent every one of these separate objects to my character mesh or do I parent these objects to my armature? In what order of the keys would I need to press to get everything to follow while keeping the weight?
EXACTLY what i was searching for over an hour. I needed my camera to look onto a moving (rotating) object from always the same side so the movement is not visable.
Excellent tutorial, especially useful for people like myself who are just beginning to dabble with Blender. Has a load of really useful info, thanks so much!
Thank you. Concise and clear explanation. Well done. I'm a rookie and learned a lot very quickly. I subscribed and will recommend to others. Cheers from Stan in Vancouver.
I figured this out by accident but also dragging an object into another object in the Outliner window is another way to parent. (Drag from the triangle icon on the left, not the name.)
I've just moved over from Cinema 4D and I'm really missing being able to just drag and drop everything under NULL object. This is such an easy operation in C4D. I was really loving Blender until I came across this simple function that for some inexplicable reason is such a complex nonsensical operation in Blender. Surely this is something that could be taken care of relitivly simply. Drag N Drop in outliner, PLEASE! This current system is a nightmare.
Why do you make an analogy to an analogy? The logic behind the Parent>Child convention should be rather self explanatory... Or? I get the idea sure but it just seems a bit redundant to me:) Anyway thanks for sharing!
Rendering an animation right now! Heh. Its taking a while. I think that the project from view + checkerboard pattern thing just completely wrecked my computer because this thing is like 10 frames done and its been a good 15 minutes.
thank you very much. Very useful information. One thing though, when i first saw this video i thought it's the answer to my prayers, as I come from an Softimage XSI background so i was used to easily making a group and selecting/moving that group, and i can't seem to find a way to quickly and easily do that in blender. I'm not talking here about hierarchical relations like you kindly explained here but simply making a number of objects act like they were joined when moving but still being able to have separate properties for them. For example let's say i have 100 little bricks or little accessories. It's a pain not just to parent them each time for this frequent situation but then i also always have to remember where/chich the parent is and make sure to select that one. Isn't there a way of quickly binding them together so they move together without a parent object? Thank you in advance!
Can you show us how to model a complex character like a Goblin with armor and an ax in his hand or a knight in a shiny armor:) And then maybe make a part 2 where you animate them
I'm trying to create a parented object but when I parent it the parented object moves really far away (without me moving the parent) do you know how I can fix that?
That was a pretty wonky way to set the 3D cursor where you wanted it. I feel it would be also useful to tell people to switch to edit mode, select the vertexes at the end of the stick/arm and set 3D cursor to selection. Tab back out of edit mode and set origin to 3D cursor. Not only is this faster than having to check multiple views to ensure your 3D cursor is in the right spot visually, but it's Just in the right spot. You don't have to check. If you're doing something more like a Robot arm or something that needs to be more precise than a stick coming out of a snowman, then you don't want to just line things up by looking in a couple views.
I usually teach this concept (linking parent-child and setting origin location) to my students who haven't learned about edit mode yet and are just getting used to adding/transforming objects (to make a snowman) and want to know how to link their pieces together. .. that's where I was coming from in this video. You're right, going into edit mode and using shift-s to snap the 3D cursor is more efficient.
@@BornCG I suppose that's a good point. It's nice to mention when you're doing something "the long way" though, so that the user is aware that there will be a better way later. Blender is a tricky beast because I learned Maya and 3dsMax originally. I never know when something is just a bad experience, or when the teacher is teaching a "beginner method," such as this one. Even with the better method, Blender has the worst experience in terms of moving a pivot, hands down. Unless maybe you're comparing to something like Keyshot, which just only works Some of the time. lol
Is there anything in Blender like a timeline within a timeline and objects having there own timeline, like in flash? If so, where is a video where you explain it?
You can use what's called the 'child-of' constraint. You can animate the influence (and therefore turn it on-off) at different points in your animation. I'll link to my old Blender 2.6 tutorial on animating parent-child: ruclips.net/video/REsJjwdsMDw/видео.html
Leonel Messi LOL! Nope, I have a fire under my butt... and at least 3 videos per week until late October. I have also started recording super-secret new tutorials on topics other than Blender animation for upcoming series' on this channel. ;-)
If you want to remove a parent's influence from an object, you can select it and press alt-P. Or you can select it and go to the object (looks like a cube) tab in the properties window (right) and find the 'Relations' section. In this section there's a 'Parent' field you can clear with the X.
i made an animation of a soldier dying and an arrow passing through him... but when falls the arrow stays frozen and i want the arrow to be same mesh in from the frame 5 until the 250 and i want the arrow to stay in the same position of the mesh always until he has fallen how?
How do you move the whole Parent/child to another layer? i already made a parent-child but when i move the parent to another layer, the children don't follow
Does it work with the parent being a rig? Because it works when it is in object mode but not in pose mode so I'm thinking it can only be objects and not rigs.
You're absolutely right! This video is too basic to cover that, and to answer your question it totally depends. If you're making a simple rendered scene, animation or probably a game then you don't need to deal with it. If you want to 3D print the snowman then yes you need to get rid of the internal geometry, likely using the boolean modifier ('union' operation). I have a tutorial on the boolean modifier a few videos later in this series ;-)
I joined my character mesh with armature and set it to automatic weight. But my character's clothing, accessories(earring, glasses, rings, hair, hair tie), eyes, eyebrows, eyelashes, etc. none of them are following. Do I parent every one of these separate objects to my character mesh or do I parent these objects to my armature? In what order of the keys would I need to press to get everything to follow while keeping the weight?
More then anything I appreciate the moon-earth metaphor... soo nice
As always your vids are very professional, informative and simply amazing! Thank you!
I liked your tutorial, a moon, earth and sun example is very interesting to understand the whole concept. Thanks
EXACTLY what i was searching for over an hour. I needed my camera to look onto a moving (rotating) object from always the same side so the movement is not visable.
You saved me 17.3 hours of work! Thanks! (Never thought of the moon as the child of the Earth before. Sounds like an old Yes song....)
Excellent tutorial, especially useful for people like myself who are just beginning to dabble with Blender. Has a load of really useful info, thanks so much!
Thanks. :D
you got my subsciption, *I have been looking for this for 4 hours!!*
Thanks for the tutorial. I am doing packaging design and was not used to Blender's parent child system. But it is pretty much the same as in 3DS Max.
Thank you. Concise and clear explanation. Well done. I'm a rookie and learned a lot very quickly. I subscribed and will recommend to others. Cheers from Stan in Vancouver.
Thanks neighbour! ;)
I love the plotwist of the intro
you are best teacher
😊
Thank you from 2019!
THANKS! you saved 14 hours life time and it's great to feel less stupid :-)
Thanks for all the series, veru clear and useful tutorial! :) Cheers from Italy :)
I figured this out by accident but also dragging an object into another object in the Outliner window is another way to parent. (Drag from the triangle icon on the left, not the name.)
Short and exactly what I wanted to figure out. Have a like ;)
+Aleksander Fimreite Thanks!
Literally saved my life!
im brazilian. good working.
finally someone explained parenting when you get error loop in parents
I've just moved over from Cinema 4D and I'm really missing being able to just drag and drop everything under NULL object. This is such an easy operation in C4D. I was really loving Blender until I came across this simple function that for some inexplicable reason is such a complex nonsensical operation in Blender. Surely this is something that could be taken care of relitivly simply. Drag N Drop in outliner, PLEASE! This current system is a nightmare.
Why do you make an analogy to an analogy? The logic behind the Parent>Child convention should be rather self explanatory... Or? I get the idea sure but it just seems a bit redundant to me:) Anyway thanks for sharing!
thanks man !
Select the objects and press -Ctrl P, The last object will be the parent. To clear it select the objects and press -Alt P
thank you for set origin :)
Rendering an animation right now!
Heh.
Its taking a while.
I think that the project from view + checkerboard pattern thing just completely wrecked my computer because this thing is like 10 frames done and its been a good 15 minutes.
thank you very much. Very useful information. One thing though, when i first saw this video i thought it's the answer to my prayers, as I come from an Softimage XSI background so i was used to easily making a group and selecting/moving that group, and i can't seem to find a way to quickly and easily do that in blender. I'm not talking here about hierarchical relations like you kindly explained here but simply making a number of objects act like they were joined when moving but still being able to have separate properties for them. For example let's say i have 100 little bricks or little accessories. It's a pain not just to parent them each time for this frequent situation but then i also always have to remember where/chich the parent is and make sure to select that one. Isn't there a way of quickly binding them together so they move together without a parent object? Thank you in advance!
Thank you so much man
Can you show us how to model a complex character like a Goblin with armor and an ax in his hand or a knight in a shiny armor:) And then maybe make a part 2 where you animate them
I'm trying to create a parented object but when I parent it the parented object moves really far away (without me moving the parent) do you know how I can fix that?
I wonder how many objects you can parent at once. do they have to be touching? I''ll keep experimenting :)
That was a pretty wonky way to set the 3D cursor where you wanted it. I feel it would be also useful to tell people to switch to edit mode, select the vertexes at the end of the stick/arm and set 3D cursor to selection. Tab back out of edit mode and set origin to 3D cursor. Not only is this faster than having to check multiple views to ensure your 3D cursor is in the right spot visually, but it's Just in the right spot. You don't have to check. If you're doing something more like a Robot arm or something that needs to be more precise than a stick coming out of a snowman, then you don't want to just line things up by looking in a couple views.
I usually teach this concept (linking parent-child and setting origin location) to my students who haven't learned about edit mode yet and are just getting used to adding/transforming objects (to make a snowman) and want to know how to link their pieces together. .. that's where I was coming from in this video. You're right, going into edit mode and using shift-s to snap the 3D cursor is more efficient.
@@BornCG I suppose that's a good point. It's nice to mention when you're doing something "the long way" though, so that the user is aware that there will be a better way later. Blender is a tricky beast because I learned Maya and 3dsMax originally. I never know when something is just a bad experience, or when the teacher is teaching a "beginner method," such as this one. Even with the better method, Blender has the worst experience in terms of moving a pivot, hands down. Unless maybe you're comparing to something like Keyshot, which just only works Some of the time. lol
Is there anything in Blender like a timeline within a timeline and objects having there own timeline, like in flash? If so, where is a video where you explain it?
that was cool, how do i export all together as fbx or collada dae file?
I'm working on an animation, and I need to move the parent without moving the child- can I do this without separating them?
You can use what's called the 'child-of' constraint. You can animate the influence (and therefore turn it on-off) at different points in your animation. I'll link to my old Blender 2.6 tutorial on animating parent-child: ruclips.net/video/REsJjwdsMDw/видео.html
A new video! Keep them coming now you hear!? :p
Meh just give him few more weeks and he'll go inactive, and then ten weeks later...
Blender 3.0 Tutorial#1:The Basics. XD
Leonel Messi lol well it's our job to keep him motivated!
Leonel Messi LOL! Nope, I have a fire under my butt... and at least 3 videos per week until late October. I have also started recording super-secret new tutorials on topics other than Blender animation for upcoming series' on this channel. ;-)
BornCG That's great! I will support all your videos! =)
BornCG other series? like what?
If you can link objects, then how do you *un-link* objects?
If you want to remove a parent's influence from an object, you can select it and press alt-P. Or you can select it and go to the object (looks like a cube) tab in the properties window (right) and find the 'Relations' section. In this section there's a 'Parent' field you can clear with the X.
i made an animation of a soldier dying and an arrow passing through him... but when falls the arrow stays frozen and i want the arrow to be same mesh in from the frame 5 until the 250
and i want the arrow to stay in the same position of the mesh always until he has fallen
how?
If you paint the parent, does it paint the children?
How do you move the whole Parent/child to another layer? i already made a parent-child but when i move the parent to another layer, the children don't follow
Select one of the objects, then hold shift and select more of the objects, then press my to move them all to your new desired layer.
Does it work with the parent being a rig? Because it works when it is in object mode but not in pose mode so I'm thinking it can only be objects and not rigs.
Nevermind, I got it. Just use Bone instead of Object.
Dude! This is not LINKING, this is PARENTING! Linking is a completely different concept.
I came here looking for a tutorial on LINKING objects. I already know how to parent them...
It says (Parent/Child) read the title
Your next video link isn't active at the end. Just so you know.
I could not parent any objects on my laptop
But what about the internal geometry? Any way to fix it? Do we even need to fix it?
You're absolutely right! This video is too basic to cover that, and to answer your question it totally depends. If you're making a simple rendered scene, animation or probably a game then you don't need to deal with it. If you want to 3D print the snowman then yes you need to get rid of the internal geometry, likely using the boolean modifier ('union' operation). I have a tutorial on the boolean modifier a few videos later in this series ;-)
BornCG thanks for the response. You're helping out a lot! :D
The link to part #16 is broken in your annotations (coming soon)
tldr : press ctrl p
yeet
Wheres the dam bones
Ctrl+P