I’m new to Blender, and I’m trying to create an animated mesh. I’ve created the mesh, and I’ve created the animation, and the mesh animates and it all works fine. However at some point I must have moved an object origin or something, because I recently noticed that the round dot wasn’t where I wanted it to be. So - no problem - I went into edit mode and moved the vertices to be in the right place relative to the dot. Moving the vertices in this way completely messes up the animation though because the bones are off in a different place. But then I went into object mode and moved the mesh object back to the right place, and as it moved the deformation gradually corrected itself until it looked exactly how it did before, only now the origin dot was in the right place. Great.
Only… not. Now every time I click on the play button in the timeline, the mesh object snaps to the wrong place, and then the animation is all messed up. So I go into object mode, move it to the right place, and it just snaps to the wrong place again. I’ve tried clearing the origin (Alt-O) and editing the Transform properties (Ctrl-N) to be all zero, and I’ve tried “Center new” and “Center cursor” and “Center obdata” and none of them stop the object from moving as soon as I play the animation. I can move the skeleton, and it stays where its moved to, and I can select the skeleton and the mesh together, and move them both, and then the mesh snaps back to the wrong place.
The keys you already set don’t change, but you’ve moved objects in relation to their origin points -which go where the keys say to go, hence the offset. You either have to put everything back where it was, or re-key your animation.
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Edit: Your post is confusing so I tested a little. A keyed armature and it’s mesh are more forgiving cos apparently the bones are keyed relative to wherever they happen to be, and origin point of the mesh doesn’t come into play like it does if you simply key a mesh object with no armature.
So you should’ve been OK after putting mesh back with it’s bones, regardless of where the origin point of the mesh is. If you move a bone in pose mode it will jump back to where the keys say it’s supposed to be as soon as you change frames. Maybe that’s you’re only prob. Get out of pose mode before moving it and it should stay there and go through the animation relative to that new location.
Heck, I don’t know if I helped at all here. Been awake too long to concentrate and I’ve never ever moved anything after animating, cos that’s a sure way to screw it up. Don’t ever do that again.
Thanks. So… erm… is there an easy way to change the offsets in the entire animation? I suppose I would only need to do that in the root bone or something. Though the root bone is in the “right place” relative to the armature origin and the mesh origin (after I correct the mesh position). There must be some kind of hidden offset, different from the root bone location key, that I don’t know about. It seems that the action is moving the entire mesh object, rather than just deforming it as I would expect.
Basically, I’m still completely lost…
[Edit] I wrote that before you edited your post. After you edited your post… well… I’m still completely lost, but now it looks like you are too. :o
wow. good luck with that.do you have a backup or old .blendx version prior to moving the object’s verts?
The IPO’s go for the center of the object (the dot as you call it), so they’re gonna wanna put that center at that frame no matter what. If you know in which direction you changed the center, you can in the IPO window select the curve, all the control points and Grab and move them in the Y direction to reflect the offset.
Woohoo! I went to the IPO window for the first time ever and there were some points there for one frame of the animation, so I just deleted those and now the problem has gone away. I had only used the action editor so far. I didn’t even know what “IPO” was, but now I guess it’s to do with moving the objects around relative to each other in an animated scene. Anyway, thanks for your help guys.