Thanks JimAult, Uncle808us, Frank and Helmut!
I just was unable to get to the Forum today until now and wanted to acknowledge your kind helpful contributions.
I need a little time to study your tips and formulate comments correctly.
I don't think I'm expressing the main Problem I'm having.
I have created an animal - A lamb to be precise:
1) If I put the Eyes into the Lamb object and move them to the area I desire them to stay
they will stay there If I rotate the
entire Lamb as
one whole object with it's pivot point controlling the
entire object.
2) If I
just rotate
the Lamb's
head ( as in only rotating the Head polygons) - unless I merge the eyes with the Head the eyes remain in a global position - thus the head moves leaving the eyes behind out of the Head.
As Frank mentioned: once I merge the eyes with the Head - the eyes will distort when I attempt to rotate them.
When it' s for animation you can just keyframe points and you will run into the same issue you'll have when rotating objects via morph-tag: points will take the shortest/straight way from A to B.
@ Helmut: Your example looks great! - but -if you add a neck to the box and try to rotate just the head (and not the neck) at the point the head reaches the neck the head will rotate and leave the eyes behind unless you merge the eyes with the head . . . and around and around we go - the eyes will distort.
Thanks Helmut for posting your.jas file! . . . besides being a help for my dilemma you helped me find a feature I've been sorely missing for some time now: the Object Display type:
Isolines. I didn't realize it is now located in the Object Menu.
It's been quite a while since I've tried animating with Bones. I'm just going over ZooHead's, Podperson's and Andrew Heyworth's tuts on Bone rigging.
I'm hoping I can bend the neck (thus rotating the head), have the eyes follow the head around and keep their position in the head where they need to be.
I Hope I'm not Baa-aa-ing in the wrong pasture.
Stop me please if I'll be waisting my time.
Somehow I need to articulate my needs better.
@ JimAult:
I've viewed hour tut some time ago; . . . It's fabulous!
I've just now skimmed over your help . . . looks like it will be a lot of help.
I'm going to finish working with bones to hopefully get the basic eye/head animation going right - then
I will work on animating the eye animation.
@ Uncle808us: Thanks for your clarifying input.
@ Frank: Thanks again for your information - it's helping me to keep from making the same mistake over and over as I manytimes do.
@ All:
Your information is greatly appreciated and it will come in useful in one way or another now and in future projects.
Sorry for confusing you.
Talk to you later
Granny Hugs: 0 0 0 0 0 0 0
My Best
Jeanny