I am trying to make a simple model of two resized cubes so it looks like an animal.
When I setup the second cube to be overlapping the first (to make a sort of head) the shape stays the same only if the two cubes are children of the part empty object. If I move the parent the second cube slides off.
If I make the second cube a child of the first it stays where it is when using the scene move tool.
The problem is that the second cube is distorted.
Is there any way I can get the second cube to not be distorted?
And when I play it falls apart.
Am I not able to use primitive parts in this way?
Assuming you scaled the the ‘body’ to make it longer, then this is how transform hierarchies work. The position, rotation, and most importantly in this instance, the scale of the parent are all inherited and applied to the child.
There’s nothing wrong with giving them both a common parent and keeping them as siblings. Fairly standard approach when constructing hierarchies.
I understand the principle and did the Body,Head setup in the hierarchy and then moved them to the parent, which is the Player, and moving them using the move tool in the scene all looks good except from the distortion.
I wanted the head to be a separate part so I could move it downwards towards a food item to simulate feeding.
Am I not allowed to use primitive parts in this way?
It’s not about ‘not being allowed’, it’s just simply a property of how transform hierarchies work. Open up a 3d modelling program like Blender and you’ll see the same behaviour.
You can position an empty where you want to neck to be as a sibling of the body, then make the head a child of it:
Then to rotate the head, you rotate the neck instead.


