This happens because the elephant object never changed its size directly, the change came about because it was the child of “EmptyA” who changed its size. Changing the elephant parent to “EmptyB” caused these indirect scale changes to be removed because “EmptyB” did not change its scale.
This is often the required behavior, but it is also sometimes useful that when you change your parent object, the child object retains all the previous transformations it received from the old parent object. If instead, when changing the elephant’s parent object from “EmptyA” to “EmptyB”, we chose the parent type object (Keep Transform), the elephant would retain the scale information it receives from the old parent “EmptyA” when it is assigned to the new parent “EmptyB”.
Bone Parenting allows you to make a particular bone in a fitting the parent object of another object. This means that the sub-object moves only when the specific bone is the sub-object of the movement.
To use bone parenting, you must first select all child objects that you want to have parent to a particular Armature Bone, then Shift-RMB select the Armature Object and put it into pose mode, and then select the specific bone that you want to use as the parent bone by selecting it. Then press Ctrl-P and select Bone from the Parent Bone pop-up menu.
The transformation of this bone in Pose mode now also transforms the child objects.
Bone Relative Parenting is an option that you can switch for each bone. This works in the same way as bone parenting with one difference.
With Bone Parenting, if you have created a bone for some subordinate objects and you select this bone and switch to edit mode and then translate this bone. If you switch back to pose mode on this bone, the subordinate object that is raised for this bone will snap back to the position of the bone in pose mode.
Single Armature Bone that has a child object cube with bone parenting.
Bone Relative Parenting works differently: If you move a parent bone in Edit mode when you switch back to Pose mode, the child objects are not moved to the new position of the pose bone.
For objects of type Curve, Surface, Mesh or Grid, it is possible to use one of its vertices or points as a parent object. You can also superimpose an object on a single node or a group of three nodes so that the child/children move when the parent mesh is deformed.
Vertex Parent from Edit Mode.
In Object mode, select the child/children and then the parent object. Tab in Edit Mode and on the parent, select either a node that defines a single point or three nodes that define an area (the three nodes do not have to form a complete area, they can be any three nodes of the parent), then press Ctrl-P and confirm.
At this point, when a single node is selected, a relation/parental line is drawn from the node to the child/children. If three nodes are selected, a relation/parent line is drawn from the average center of the three points (of the parent object) to the child(s). Because the parent mesh deforms and the selected parent node/vertices moves, the child(s) also move.
Vertex Parent from object mode.
The Vertex Parenting can be performed from the Object mode, this happens as the normal Object Parenting, press Ctrl-P in the Object mode and select Vertex the Vertex (triangle).
The nearest nodes are used by each object, which is usually what you want.
The parent context menu means that users can quickly set up a large number of vertex-parent relationships and avoid the hassle of creating each vertex relationship between parent and child separately.
Note: It is indeed a kind of “reversed” hook.
Move child element.
You can move a child object to its parent object by deleting its origin. The relationship between parent and child remains unaffected. Select the child object and press Alt-O. The confirmation locks the child object to the position of the parent object. Use the Outliner view to ensure that the child object is still the parent.
You can remove a parent-child relationship using Alt-P.
If the parent is selected in the group, you do not need to do anything. When one or more children are selected, they are separated or released from the parent and they return to their original position, rotation, and size.
Clarity and maintenance of transformation.
Deletes the children from the parent and keeps the position, rotation, and size assigned to them by the parent.
Places the children relative to the parent as if they were placed in the global reference. This effectively overrides the parents’ transformation by the children. The hierarchical relationships are not removed, but the correcting matrix is deleted from the selected objects.
For example, if the parent element is moved 10 units along the X axis and Clear Parent Inverse is called, all selected children are released and moved – 10 units back along the X axis. The “Inverse” uses only the last transformation, if the parent moves twice, 10 units each for a total of 20 units, then the “Inverse” moves the child back only 10 units and not 20.
Tips & Tricks.
There is another way to see the parent-child relationship in groups, the Outliner View of the Outliner Editor.
A parent with uneven scale and rotation with respect to his child can cause a shear effect.
While this is supported by parenting, the scissors will be lost if the parent is deleted because it cannot be represented by position, scaling and rotation.
When Clear and Keep Transformations move the object, uneven scaling is the most common cause.
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