I have noticed that the object origin of both mesh and armature do not seem to move in pose mode. It seems to be intentional, so how do I go about creating animations that involve an armature moving in the X or Y coordinates?
You move the armature (in object mode not in pose mode)
Is this workflow unique to Blender, or is it industry standard? I havenât really used any other animation software before. Switching modes just to affect the XYZ coordinates of the root / mesh seems to be a bit unintuitive, especially when all other movement is done in pose mode, no?
You simply add a âRootâ bone to your armature to which all other bone chains are parented by parenting the first bone in the chain to the Root bone. With characters this bone would be on the floor between the feet and you would probably parent the base of the spine to it, but it is not set in stone.
To move the entire rigged objects, simply move the Root bone⌠If you have a car for example the root bone would be on the road between the wheels, if you want the entire car to move, move the root bone, if you want to steer it, rotate the steering bone.
I would NOT recommend moving an Armature in Object mode in an animation.
Cheers, Clock
Thank you for your second opinion! Would you explain why you wouldnât recommend moving an armature in Object mode, please? For example, how would you decide to go about animating an object with movement if the origin doesnât follow the mesh? What problems would you run into with both methods?
My answer was a bit simplistic, clockmenderâs answer would be the normal workflow, but if you do want to move the armature and its origin the way to do it is in object mode.
Disclaimer, I am not an expert in animation!
So itâs just a matter of best-practice & personal preference thing as opposed to just right vs. wrong workflow then?
Your transforms are based upon location 0.0.0 which is the starting point in 3d. If you change your origin, then your transforms will change. This is the way 3d works. This means your location at 0.0.0 is not coinciding with the world coordinated in 3d space (the center of you scene).
When you want a coodinate, it has to be from something. If itâs not your going to be way off. My question to you is why are you trying to animate an origin. What do you care? If you want a coordinate 1,1,1 which is x,y,z you need a way to have a reference. That reference is the world origin in world space in a 3d system. Animation is based on that coordinate which will be in the center of your scene.
Do this. Move the default cube origin to an arbitrary place by moving your orgin to your 3d cursor somewhere in your scene other than the world origin. Your cube is in the middle of the scene but your transforms will not show it in the middle. It will be at the location of your origin. Now clear your transform. Alt G a very popular way clear a transform. Where is your cube. Itâs lost. Your origin is at 0,0,0 but your cube is somewhere else. Where is it now? Itâs lost relative to your world reference. It probably didnât go back to where you saw it . (Now your SOL if that is a ledge batman was on. LOL)
If I tell you to go to location x at 50 and y at 15 but I donât tell you a reference starting point you will never find it.
If you move your animation in object mode and then clear your transforms it moves back. But where will it move? Itâs from 0,0,0 not from where you think it will move.
As far as animating a move, use a root bone and then you can find your way home. Turn your origins off in your 3d window. Donât worry. Be happy. Forget them.
Cheers for that. Great explanation!