Skip to main content

Child-parent relationship in Blender 2.57

Child-parent relationship is a confusing concept to understand and master, but important at that.  What a child-parent relationship is is that it "links" thing together without joining the objects into one.  This is good for when you have such things like humanoids when you want a singular part to move, but the entire creation.  (ex: parent: torso; child: arm; whatever the arm does will not affect the torso, however, if the torso rotates, the arm will rotate with it)



So go ahead and edit your cube until it looks like a torso (check out the post about making a character to help, however, do not make an arm projection from the torso) and add another cube IN OBJECT MODE, if you add it in edit mode, it becomes apart of the other object.  And scale it to about the size of an arm.

When creating a child parent relationship, be in object mode and hold down shift while you select your child and parent.  Select your child first, and then the parent second and hit CTRL+P to create the parent relation.  To delete a relationship, hit ALT+P.    If you want to create a string of relations (ex: hand to forearm, forearm to upper arm, and upper arm to torso) work from bottom to top.  Meaning, select the hand then forearm and create a relation between the two, deselect both, then select the forearm then upper arm to create a relation.  So on and so one.  So when the forearm moves, the hand moves, and when the upper arm moves, the forearm and hand moves also.

Can never be too crude, right?

Here I rotated the upper arm and the forearm moved with it, and then I rotated the forearm without it changing the upper arm.  And when I scaled the torso, it scaled everything.

Comments

Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …

Don't Destroy On Load..

So if you want to keep an object or script that keeps up variables (or for any other reason) when you go from scene to scene, you need to attach a don't destroy on load static function, which goes something like this:

function Awake () {
    DontDestroyOnLoad (transform.gameObject);
}

The Awake function is call only once, when all the objects in the scene have been created. Read more about it here.

DontDestroyOnLoad has what ever is in the ( ) to not be destroyed when creating a new scene.

(transform.gameObject) is what will not be destroyed when the new scene is loaded, in this case, it will be the game object and all it's children the script is attached to.