Are you parenting using shift>p or are you using a parent constraint? Using shift>p will always make the child inherent the transforms and rotation of the parent. If you are using parent constraint make sure that maintain offset is checked on so that it stays in place.
[3ds Max and CAT] for reloading motion, I need to parent weapon's magazine to weapon's body in first 10 frames, and then parent magazine to character's hand during frames 10-30 and after that parent it back to weapon's body in 30-40. but for example when I change linked parent in frame 11 from weapon's body to character's…
sounds like double transformation! curve controls surface and parenting both to a controller results in: parent scales curve which scales object (as long as it has history) AND parent scales object created by the curve again. solution: parent only the curve to the control but not the object.
The "reactions" take place in the objects parent space, if the objects aren't parented to anything then the world is their parent. You should parent the slider to something like it's bounding box, then parent the bounding box to the head. That way the sliders parent space is the bounding box and it stops carrying about…
Managed to get it working, apparently there was an issue with the fact that the parent object in the parent constraint had a smooth bind.... Just parented to his face bone instead, thanks guys.
parents parents parents parents, like eld said i was rocking doom and wolf 3d back in the day im only 26 so i was pretty young. I turned out good, the problem is upbringing, and children are so stupid today they cannot disassociate the difference