Parent behaviour: Parent to Object without Inverse needs an option to keep transform #95001
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Reference: blender/blender#95001
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Parenting behavior: Parent to Object without Inverse needs an option to keep transform
Current way it works
Parenting updates parent_inverse matrix if you keep offset. That helps to keep local transform identical before/after parenting, ensuring drivers, animation data, constraints etc. keep working as before.
Issues with the current methods:
Conclusion of the discussion:
This will impact or change animation when used on animated objects but that is a limited use case that vs having a more user discoverable and understandable parenting operation where blender isn't "guessing" what the user wants to do and is hiding this from the user.
Referenced from https://devtalk.blender.org/t/2021-11-25-animation-rigging-module-meeting/21536#parenting-and-the-hidden-matrix-6
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscribers: @BClark, @zanqdo
Added subscriber: @JasonSchleifer
Added subscriber: @OrestisKonstantinidis
Added subscriber: @iclemens
Added subscriber: @dr.sybren
Added subscriber: @hadrien
Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
Added subscriber: @Muhammad-Sohaib-Arshid
Added subscriber: @Eigil-Jarl-Halse
Added subscriber: @AndyCuccaro
Added subscriber: @wbmoss_dev
T95001_improved_parent_ops.py
Can some artists give this a try? @BClark
This is an addon that provides two operators: "#95001: Set Parent" and "#95001: Set Local Transform Origin". If its what you guys want, I can update the real operators.
#95001: Set Parent:
{F12934615}{F12934617}
The options (Preserve= World Transform, Origin= Parent) achieves (1). I don't know anything about sheer but it should work as long as the parent's world matrix is invertible.
#95001: Set Local Transform Origin
(No pictures because it has the same exact options as above. The only difference is that the parent isn't changed)
This is more about directly working with the child's local transform and what it's relative to. This operator achieves the control you're asking for (2).
I'm against exposing the inverse matrix. It doesn't seem useful. There are options for all the meaningful origins I could think of.
__
Misc:
Being able to see the inverse matrix allows for an understanding of what Blender is doing behind the scenes. It doesn't have to be visible along side the translate/rotate/scale but it should be able to be seen for troubleshooting without having to read/set/mess with it through scripting.
*Shearing is complicated to manage here because in Maya, there is another property just for that so when managing transforms with parent space stuff, it has special way to deal with it.
I will try and test this out today...thanks!
It will be an update to original parent menu, replacing the 3 parenting options (Parent, Parent (Keep Transform), Parent (Without Inverse)) with the new two options.
Here are what's possible with the original 3 Set Parent variants.
Here's what you get with the new options.
After reading a bit of the discussion, I changed my mind and do think its useful to expose the inverse matrix. It's effectively an offset from the parent. However, I won't be the one to add support for exposing the inverse matrix as I don't have sufficient math background for it. Workarounds for similar behavior can probably be done by just inserting an intermediate parent object and having the child's local transform origin be aligned with that intermediate parent object. No scripting needed.
This issue was referenced by
db6287873c
Changed status from 'Confirmed' to: 'Resolved'