Parent to EXPANDED list of options...verse.
Probably not, BUT!
Is there a way to parent an object to another WITHOUT using the drop down list?
I'll take anything else at this point.
My fantasy? Being able to click another item in the viewport and BAM! Parented.
I'll take a text field that lets me search by entrering letters.
There seems to be no way to collapse the list or control how extensive it is.
I want to attach a hand to an object. That object doesn't seem to appear in the list at all. Once my scene builds to many characters and objects, that list is almost impossible to search through for the individual item I want.
Once I open the "Parent to" menu, everything else is disabled except picking something from the drop down tree.
There is obviously a better way. Anyone know what it is?
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I should be diggin in the manual, but long as I got your attention.
In the secene tab, where you have your list of workable items, there's an eye this Visibility and an up arrow and a check that can become an X anyone know what the up arrow indicates and what checking the...check does....it seems to have no discernable effect.
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And...and aside from pinning an item, is there a way to lock an item in time and space? lol
I have an arm/hand ina perfect place - relative to the scene. I want to mess around with the figure, but NOT let the hand move in its 3-D space. Pinning, I understand, is to keep teh rag doll effect (or IK I think) from chaining to connected bones. How can I lock an item so that it does not move no matter what else happens to the figure? Possible?
Comments
You can do it via the scene tab - click and hold teh item to be poarented and then drag it to where you wish it to be parented. Note: if you 'hover' the drag over a bone/node that has children, that bome will expand.
I'm going to try that after this render finishes.
How did you learn this?
Now that's a good question - I may have stumbled across it by messing about or I may have read it ... somewhere! There used to be soem documentation and it may have been in that.
If you want to parent something to a specific body part, like the head or hand, in the viewport just click the figure to select it then click the body part to select it and have expand to that part in the Scene tab.
Is it possible to parent two hands or feet to an object....like a two-handed sword or gun grip. The Cntrl+ click method to select several items at once didn't respond for me.
No, only a single parent (so far ... dare we hope for DS 5? )
That's funny. Sometimes I search for the most simple feature and I hesitate to ask something so simple and silly.
You never want to look that new, but sometimes that's the cost of gaining knowledge.
The Arrow-and-checkmark controls whether that object is selectable in the main viewport. It's particularly useful when you're doing an interior scene where you have characters inside a room which is itself a 3D model. If the room is selectable, it's all too easy to select the room when you're actually trying to select the figure. Also you get the whole room highlighted as you hover the mouse on it. So it's a good idea to make the room non-selectable in that case.
You don't have to do this with the icons on the scene tab (which would be tedious if there are lots of bones to make unselectable), you can select the items you want in the scene tab, go to the parameter tab and make sure all the items are selected there, then flick the "Selectable" switch in the list of properties.
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I think pinning is as close as you can get. You can lock an object ( Edit > Object > Lock > Lock selected nodes... ), but that just locks all the parameters - which may be relative to other objects. So if you lock a figure's hand, it won't move relative to the arm; but if the arm moves, the hand moves with it. What would your "time and space" locking do if you locked a hand and then moved the figure 100 metres away? Stretch Armstrong?
No, it would stop the figure fully extended. What I wanted to do was have a character holding a...an object like a tree branch. And then attach both HANDS to to three branch.
Now, when I pull on the figures head (or feet), the whole body can lean back (IK, I believe) and the hands would stay gripping the branch. Great to use when the object is massive and your figure would react accordingly. Imagine that to simulate being blown by a hurricane or pulled by a tornado. Sucked out an airlock or....or....
It would be easier to pose if I could get the relationship between items to really lock in that way.
********* Thanks for that Arrow-tip. That is super useful. I'm always selecting the landscape or sub parts of objects....especially props with lots of individual parts.....
That's really a blessing.
And another thing. Sometimes I want to have a figure completely disappear from the scene. Not delete just not be seen.
How do I get the figure + clothes + parented objects to <o> all together? I've tried group select and checked off the visibility and that doesn't work.
I've tried selecting all children and trying.....
I've tried Collapse All and picking the figure...usually they disappear and their clothes stay behind.
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It's a problem with props too. If it has many parts, you can end up selecting just a part of the prop and not the entire thing.
Looking for a way to FUSE items together and also get multiple changes across items to work.
Yes, I actually planed to request it but I have already sent many requests, which still not improved. then not plan to send new request .
but hope you send request, to offer another selection (or visiblity) group, which do not be restricted by node hieralchy.
The current "group" is restricted by node hieralchy, then how I made many group, and arrange them, it can not offer one group,which can gather all items which only I need in scene .
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eg I plan to make one gorup, which include all clothings (Fit to) and parented items only. but DS group can not do it without corrupt current hieralchy. (eg weapon parented to hand, hair accessory parented to hair,)
As you've discovered, visibility is not inherited from parent to child objects, so if you make a figure invisible it leaves their hair and clothes floating in mid-air.
The work-around I use is to select the clothed figure and Create > New Group... So each figure ends up in their own group. Groups are an exception to the above rule - make the group invisible and everything in it becomes invisible. So you can make the figure invisible in one click by using the group.
This approach has a fringe benefit. The location of the figure is now relative to that of the the group, not to the universe. So if you never change the x,y,z of the figure but always move the group instead (the end result will be the same) the figure's x,y,z will always be 0,0,0. This means that when you apply a pose which the pose designer has decided (for some reason I never understand) should teleport your figure to 0,0,0 it won't do anything - because as far as your figure's concerned it's already there!
Bless you, kind sir.