Hi Everyone,
How would you make it so you have a rotating object and you don’t want it’s child to rotate (in world space or local).
For example, I made a blob shadow for an object (a ball) and when the ball would rotate so would the blob shadow (so the shadow would project on the side wall for example instead of on the floor). Eventually I just detached the shadow and made it follow the ball around, but how would you do it if the shadow WAS a child (so it would constantly face the same way in world space even if the parent is rotating?
In other words, was wondering how to make a child object NOT rotate or rotate independently of the parent.
the very definition of being a child, its to follow the parents transforms,thats the whole concept of having them in a hierarchical structure, so theres no way unless you make an inverse rotation, every rotation that the parent does you have to make it inversed in the child so you have the impresion of it not rotating… but i guess its too much trouble and just havint it follow its a easier more proper way of doing it…
CoatlGames is right about the inverting the rotation, but personally I wouldn’t consider that to be an unsuitable solution. (In fact, I’ve used that very method to cause an object to match another object’s position while allowing its orientation to be essentially independent. Yes, the effect is similar to ‘following’ the target position, but the ‘inverse rotation’ solution is also viable, IMO.)