Perhaps it's not the most 'convenient' solution, but something you can do is
key the 'Delta Location' transform (find it in the objects panel). It seems
to be like a layer on top of the 'Transform' data. You can then place them
anywhere in world space and they'll move relative to that point.
Hope it might help,
Jarred
On Mon, Sep 19, 2011 at 7:37 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
Thats not what i meant. I try to imagine a simple solution to animate
multiple objects independently, while the location for each object will
be stored inside the same action. This could be much easier as to parent
the objects to the bones of an armature or to use the NLA with one
action per object layered on top of each other.
Bones have their own names and own channels inside an action. Real
objects do only share the same channel, which does not allow for
multiple objects inside one action.
Am 19.09.2011 19:11, schrieb Tom Edwards:
You can add a constraint that forces one object to move with the other.
On 19/09/2011 6:06, Tobias Oelgarte wrote:
I just stumbled upon a simple task. I have two objects (a sphere and a
cube for example) and i wanted to control their locations with _one_
action. That simply isn't possible with one action alone, since both
objects will share the location-channel (sitting on top of each other).
Is there a way to store the location of two objects in one action or
will i have to combine both actions with the NLA or the need to parent
both to the bones of an armature?
If it isn't possible, wouldn't it not make sense to (optionally) use
something like fully qualified names in a way, that both locations could
be stored inside the same action? I may be wrong, but i would find it
useful for this properties.
Greetings from
Tobias Oelgarte
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