Forum: Blender


Subject: Rigging & Origin Related Operations

Agent0013 opened this issue on Sep 18, 2012 · 8 posts


Agent0013 posted Tue, 18 September 2012 at 10:05 PM

Quote - As an example if you want to rig a wardrobe consisting of a cabinet and two doors using the method you are describing above rather than an armature system then each of the doors would by children of the cabinet.  To parent the doors to the cabinet select all of the doors first and then select the cabinet last.  Press Ctrl+P and set parent to object.  Now when you move the cabinet the doors will follow as they are now children of the cabinet (parent).

To set pivot points with precision you need to get an understanding of how the Origin, Pivot and Snap tools work together.  Answering your question above what you want to do is move an objects Origin, because the object Pivots around its Origin.

Origin Point Screen Shot

Using the wardrobe as an example follow these steps:

  1. Parent the doors to the cabinet as described above.
  2. Choose the first door and go into edit mode (edge).
  3. Select the edge of the door that you want it to pivot around
  4. Use the Snap Tool (Ctrl+S) and choose "Cursor to Selected".  This snaps the 3D cursor to the center of the selected edge.
  5. Exit Edit mode and in object mode click on the Origin tool and select
    "Origin to 3D Cursor".
  6. Set the objects Pivot point to Active Element.

Repeat the above steps with the other door.  Now when you select a door you can rotate it around the new origin point that is situated at the center point of the edge you selected in Edit mode.  When you select the cabinet and move it the doors will follow because of the parenting.

Experiment with some of the other combinations of the Snap, Origin and Pivot tools to get an understanding of how useful these tools can be for placing an objects origin exactly where you want it to go.  For example instead of selecting the edge you could select either an individual face or vertice as the "Cursor to Selected" snap point.  You could also select an edge/vert/face on a secondary object and move the 3D cursor to that point with the snap tool and then select  the original object and move its origin to the 3D cursor so your original object now pivots around the secondary object. 

Thank you for your quick response. The information you have provided is a help. I have already created a simple pivot point rig using two objects and the joint works perfectly. Still though, I need a little more information.

Let's say there is a model I am working on that has multiple moving parts. Some of the parts are the children of a central object, which I will call the great grandparent object. Obviously this will be the last object selected in the final child to parent assignment operation. Of course the child of that object is a parent to the next object, and likewise the third object is a parent to another object. This fourth object is the first to be selected while holding shift, after which you would select the third object and then press CTRL-P and set Parent to Object. Now at the other end of object 2 you want it to become the child of object 3 by performing the same operation as before but now with the first parent object as child for the third object. You would then perform the same operation to make the second parent object a child to the final object, (kind of like the linkage of a car's rear end, through the drive shaft, to the transmission, and then the motor). This is the type of rigging I am wanting to learn. I call it chainlink rigging, because the consecutive parts are linked in a chain of objects.

A good example of this type of rigging would be a model of a humanoid robot, which would look mechanical, but have movements that resemble that of humans. It would have fully articulated arms, legs, hands, feet, and head. Of course the torso would be the main part to which all others are linked in the fashion I described; (it would be the greatest grandparent of all the other objects).

Any ideas on how to do this?