Simple question, does the CTRL + P parent method equal the logic block parent/ unparent ? I have a situation where I need to have an object pre-parented as the object is created, but when I try to unparent an object (via logic block) that has been parented using CTRL + P it does not work.
Nope, still no luck- here is a blend. file> am I doing something stupid? I have a static block (top) with a dynamic cube (below) parented to it. If I use pure logic to parent/ unparent its fine…
Edit: here is a Python version, no errors in console. I have tried this on three versions and its all the same.
Hm. There must be a bug out of trunk builds… Try a newer one off of GraphicAll. You could also parent it at the beginning using code, and then unparent it later (which you’ve tried). Here’s an example.
I think there is a MAJOR bug somewhere- added objects seem to double in size when added and are not centred on the parents origin.
In this blend. , add an object by clicking on the ‘2’ button (using the left mouse button), and then add another object by right clicking anywhere… the object is totally wrong. And this happens on several builds, official and unofficial.
You also cannot add an object that is parented with another via the add object actuator either. Its frustrating!!! I need this for my game- if I cant have it I’m going to need to get a bit creative to get round it.
You needed to apply the scaling on the sphere, from which the cube is spawned, which has its scale set relative to the sphere. You can add parented objects (like an NPC’s collision box, which has an armature and mesh parented to them).
Hmmm, so I’ve fallen for the old CTRL + A trap? Doh!:o I tried it and it works- the only thing left to fix is the location- although I explicitly say to spawn at the objects origin, the second object added (the cuboid) spawns well away from the icosphere. Is there a way to fix that? (I’ve attached the blend at a perspective that shows this- just do the same selection process as the first Problem.blend). I’ve tried reseting the origin (CTRL + A) but this just mixes this up further).
And thanks for the help, too! One day, I will be a Blender god!