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Parented Rigid Body offsets on transform if the parent has been moved
Open, ConfirmedPublic

Description

System Information
Win8.1, 3x gtx580

Blender Version
2.79

Short description of error
If a rigid body is parented to something (like an empty for group animation before beginning of the simulation etc.), if the parent was moved or animated, when attempting to transform the rigid body, it begins transformation with the offset of the parent (makes it impossible to fine tune simulation starting locations).
This happens when animation frame is within simulation range +1.

Exact steps for others to reproduce the error

  • Press G (grab transform) or use transform widget on the selected plane.

If the rigid body gets re-parented, the offset disappears until the parent is moved.

Details

Type
Bug

Event Timeline

Have you tried using bones ?
They are far better for finetuning relations between objects in animations.
Parent-child is normally not used for finetune tweaking positions between regular objects.
Another option is to use shapekeys, in edit mode but thats also not commonly used.
Shapekeys are there when bones would be to complex to use.

Parent-child is not being used for fine tuning. The problem described above is to move objects individually, not the parent.

ronan ducluzeau (zeauro) triaged this task as Confirmed priority.Nov 4 2017, 12:38 PM

For .blend example, you can temporarily disable rigid body world in Scene tab to adjust your object.

But I am not sure that would be acceptable for a bigger scene with lots of objects to adapt at different frames.

Well, as a work-around that sounds better than what I did - re-parenting the objects being worked on at every key frame :)