When modeling a complex object, such as a watch, you may choose to model the different parts as separate objects. However, all of the parts may be attached to each other. In these cases, you want to designate one object as the parent of all the children. Movement, rotation or scaling of the parent also affects the children.
To parent objects, select at least two objects (select the Child Objects first,
and select the Parent Object last), and press
Ctrl-P. The Set Parent To
menu will pop up allowing you to select from one of several possible different
parenting types. Selecting one of the entries in Set Parent To confirms,
and the child/children to parent relationship is created.
The last object selected will be the Active Object (outlined in light orange), and will also be the Parent Object. If you selected multiple objects before selecting the parent, they will all be children of the parent and will be at the same level of the hierarchy (they are “siblings”).
The Set Parent To pop-up menu is context sensitive, which means the number of entries it
displays can change depending on what objects are selected when the
shortcut is used.
For non-inverse-mode, press
Shift-Ctrl-P instead. This creates an alternative
parent-child-relationship where child-objects exist entirely in the parent’s coordinate
system. This is the better choice for CAD purposes, for example.
Moving, rotating or scaling the parent will also usually move/rotate/scale the child/children. However, moving/rotating/scaling the child/children of the parent will not result in the parent moving/rotating/scaling. In other words, the direction of influence is from parent to child and not child to parent.
In general when using
to parent objects, the Child Objects can only have one Parent Object.
If a Child Object already has a Parent Object and you give it another parent then
Blender will automatically remove the previous parent relationship.
Blender supports many different types of parenting, listed below:
- Armature Deform
- Curve Deform
- Path Constraint
- Lattice Deform
- Vertex (Triangle)
Object Parent is the most general form of parenting that Blender supports. If will take selected objects and make the last selected object the Parent Object, while all other selected objects will be Child Objects.
Object (Keep Transform) Parent¶
Object (Keep Transform) Parent works in a very similar way to Object Parent the major difference is in whether the Child Objects will remember any previous transformations applied to them from the previous Parent Object.
Since explaining this in an easy to understand technical way is hard, lets instead use an example to demonstrate.
Assume that we have a scene consisting of three objects, those being two Empty Objects named “EmptyA” and “EmptyB”, and a Monkey object. Fig. Scene with no parenting. shows the three objects with no parenting relationships active on them.
If you select the Monkey object by
RMB click and then
click “EmptyA” object and press
Ctrl-P and then select Object from the Set
Parent To pop-up menu.
This will result in “EmptyA” object being the Parent Object of the Monkey object. With
only “EmptyA” selected rotating/scaling/moving it will result in the Monkey object being
Scale the “EmptyA” object, so that the Monkey becomes smaller and moves to the left a little.
If you select only the Monkey object by
RMB click and then
click “EmptyB” object and press
Ctrl-P and select Object from the Set
Parent To pop-up menu.
This will result in “EmptyB” object being the Parent Object of the Monkey object.
Notice that when you change the parent of the Monkey the scale of the Monkey changed.
This happens because the Monkey object never had its scale altered directly, the change came about because it was the child of “EmptyA” which had its scale altered. Changing the Monkey’s parent to “EmptyB” resulted in those indirect changes in scale being removed, because “EmptyB” has not had its scale altered.
This is often the required behavior, but it is also sometimes useful that if you change your Parent Object that the Child Object keep any previous transformations it got from the old Parent Object; If instead when changing the Parent Object of the Monkey from “EmptyA” to “EmptyB” we had chosen parenting type Object (Keep Transform), the Monkey would keep its scale information it obtained from the old parent “EmptyA” when it is assigned to the new parent “EmptyB”;
If you want to follow along with the above description here is the blend-file used to describe Object (Keep Transform) parenting method:
Armature Deform Parent¶
An Armature in Blender can be thought of as similar to the armature of a real skeleton, and just like a real skeleton an Armature can consist of many bones. These bones can be moved around and anything that they are attached to or associated with will move and deform in a similar way.
In Blender Armature Object Types are usually used to associate certain bones of an Armature to certain parts of a Mesh Object Types Mesh Geometry. You are then able to move the Armature Bones and the Mesh Object will deform.
Armature Deform Parenting is one of the most flexible ways of associating Bones in an Armature to another Object, it gives a lot of freedom but that comes at the price of a little complexity, as there are multiple steps involved in setting up Armature Deform Parenting such that deformations are actually carried out.
Blender has several different ways of Parenting an Armature to an object, most of them can automate several of the steps involved, but all of them ultimately do all the steps we describe for Armature Deform Parenting.
Using the Armature Deform Parenting operator is the first step in setting up the relationship between an Armature Object and its Child Objects.
To use Armature Deform Parenting you must first select all the Child Objects that will be
influenced by the Armature and then lastly, select the Armature Object itself. Once all the
Child Objects and the Armature Object are selected press
Ctrl-P and select
Armature Deform in the Set Parent To pop-up menu.
Once this is done the Armature Object will be the Parent Object of all the other Child Objects, also we have informed Blender that the Bones of the Armature Object can be associated with specific parts of the Child Objects so that they can be directly manipulated by the Bones.
At this point however, all Blender knows is that the Bones of the Armature could be used to alter the Child Objects, we have not yet told Blender which Bones can alter which Child Objects or by how much.
To do that we must individually select each Child Object individually and toggle into Edit Mode on that Child Object. Once in Edit Mode we can then select the vertices we want to be influenced by the Bones in the Armature. Then with the vertices still selected navigate toand create a new Vertex Group with the same name as the Bone that you want the selected vertices to be influenced by.
Once the Vertex Group has been created we then assign the selected vertices to the Vertex Group by clicking the Assign Button. By default when selected vertices are assigned to a Vertex Group they will have an Influence Weight of 1.0 This means that they are fully influenced when a Bone they are associated with is moved, if the Influence Weight had been 0.5 then when the bone moves the vertices would only move half as much.
Once all these steps have been carried out, the Bones of the Armature Object should be associated with the Vertex Groups with the same names as the Bones. You can then select the Armature Object and switch to Pose Mode in themenu.
Once in Pose Mode transforming one of the Bones of the Armature that has been associated with vertices of an object will result in those vertices also being transformed.
Armature Deform Parent With Empty Groups¶
The Armature Deform With Empty Groups parenting method works in almost the same way as Armature Deform parenting with one difference. That difference is that when you parent a Child Object to an Armature Object the names of the bones in the armature are copied to the Child Objects in the form of newly created Vertex Groups, one for each different deforming armature bone name. The newly created Vertex Groups will be empty this means they will not have any vertices assigned to those Vertex Groups. You still must manually select the vertices and assign them to a particular Vertex Group of your choosing to have bones in the armature influence them.
For example, if you have an Armature Object which consists of three bones named “BoneA”, “BoneB” and “BoneC” and Cube Mesh Object type called “Cube”. If you parent the Cube Child Object to the Armature Parent Object the Cube will get three new Vertex Groups created on it called “BoneA”, “BoneB” and “BoneC”. Notice that each Vertex Group is empty.
Bones in an Armature can be generally classified into two different types:
- Deforming Bones
- Control Bones
Deforming Bones - Are bones which when transformed will result in vertices associated with them also transforming in a similar way. Deforming Bones are directly involved in altering the positions of vertices associated with their bones.
Control Bones - Are Bones which act in a similar way to switches, in that, they control how other bones or objects react when they are transformed. A Control Bone could for example act as a sliding switch control when the bone is in one position to the left it could indicate to other bones that they react in a particular way when transformed, when the Control Bone is positioned to the right, transforming other bones or objects could do something completely different. Control Bones are not directly used to alter the positions of vertices, in fact, Control Bones often have no vertices directly associated with themselves.
When using the Armature Deform With Empty Groups parenting method Vertex Groups on the Child Object will only be created for Armature Bones which are setup as Deforming Bone types. If a Bone is a Control Bone no Vertex Group will be created on the Child Object for that bone.
To check whether a particular bone in an armature is a Deforming Bone simply switch to Pose or Edit Mode
on the armature and select the bone you are interested in by
Once the bone of interest is selected navigate to
and check if the Deform tickable option is ticked or not. If it is the selected bone is a Deforming Bone,
otherwise, it is a Control Bone.
Armature Deform With Automatic Weights¶
Armature Deform With Automatic Weights parenting feature does everything Armature Deform With Empty Groups does with one extra thing. That extra thing is that unlike Armature Deform With Empty Groups which leaves the automatically created Vertex Groups empty with no vertices assigned to them; Armature Deform With Automatic Weight will try to calculate how much Influence Weight a particular Armature Bone would have on a certain collection of vertices based on the distance from those vertices to a particular Armature Bone.
Once Blender has calculated the Influence Weight vertices should have it will assign that Influence Weight to the Vertex Groups that were previously created automatically by Blender on the Child Object when Armature Deform With Automatic Weights parenting command was carried out.
If all went well it should be possible to select the Armature Object switch it into Pose Mode and transform the bones of the Armature and the Child Object should deform in response. Unlike Armature Deform parenting you will not have to create Vertex Groups on the Child Object, neither will you have to assign Influences Weights to those Vertex Groups, Blender will try to do it for you.
To activate Armature Deform With Automatic Weights you must be in Object Mode or Pose Mode,
then select all the Child Objects (usually Mesh Object Types) and lastly select the Armature Object;
Once done press
Ctrl-P and select the Armature Deform With Automatic Weights from the
Set Parent To pop-up menu.
This method of parenting is certainly easier setup but it can often lead to Armatures which do not deform Child Objects in ways you would want as Blender can get a little confused when it comes to determining which Bones should influence certain vertices when calculating Influence Weights for more complex armatures and Child Objects. Symptoms of this confusion are that when transforming the Armature Object in Pose Mode parts of the Child Objects do not deform as you expect; If Blender does not give you the results you require you will have to manually alter the Influence Weights of vertices in relation to the Vertex Groups they belong to and have influence in.
Armature Deform With Envelope Weights¶
Works in a similar way to Armature Deform With Automatic Weights in that it will create Vertex Groups on the Child Objects that have names matching those of the Parent Object Armature Bones. The created Vertex Groups will then be assigned Influence Weights. The major difference is in the way those Influence Weights are calculated.
Influence Weights that are calculated when using Armature Deform With Envelope Weights parenting are calculated entirely visually using Bone Envelopes.
Fig. Single Armature Bone in Edit Mode with Envelope Weight display enabled. shows a single Armature Bone in Edit Mode with Envelope Weight activated. The gray semi-transparent volume around the bone is the Bone Envelope.
Any Child Object that has vertices inside the volume of the Bone Envelope will be influenced by the Parent Object Armature when the Armature Deform With Envelope Weights operator is used. Any vertices outside the Bone Envelope volume will not be influenced. When the bones are transformed in Pose Mode the results are very different.
The default size of the Bone Envelope volume does not extend very far from the surface of a bone;
You can alter the size of the Bone Envelope volume by clicking on the body of the bone you want to alter,
switch to Edit Mode or Pose Mode and then pressing
Ctrl-Alt-S then drag your mouse left or right and the Bone Envelope volume will alter accordingly.
You can also alter the Bone Envelope volume by selecting the Bone you wish to alter and switching to Edit Mode or Pose Mode, then navigate tothen enter a new value into it.
Altering the Bone Envelope volume does not alter the size of the Armature Bone just the range within which it can influence vertices of Child Objects.
You can alter the radius that a bone has by selecting the head, body or tail parts of a bone while in Edit Mode,
and then press
Alt-S and move the mouse left or right.
This will make the selected bone fatter or thinner without altering the thickness of the Bone Envelope volume.
You can also alter the bone radius by selecting the tail or head of the bone you wish to alter and switching to Edit Mode, then navigate toand entering new values for the Tail and Head fields.
If you alter the Bone Envelope volume of a bone so that you can have it include/exclude certain vertices after you have already used Armature Deform With Envelope Weights, by default, the newly included/excluded vertices will not be affected by the change. When using Armature Deform With Envelope Weights it only calculates which vertices will be affected by the Bone Envelope volume at the time of parenting, at which point it creates the required named Vertex Groups and assigns vertices to them as required. If you want any vertices to take account of the new Bone Envelope volume size you will have to carry out the Armature Deform With Envelope Weights parenting again; In fact, all parenting used in the Set Parent To pop-up menu which tries to automatically assign vertices to Vertex Groups works like this.
Bone parenting allows you to make a certain bone in an armature the Parent Object of another object. This means that when transforming an armature the Child Object will only move if the specific bone it is the Child Object of moves.
In Fig. Three pictures of Armatures with four Bones. with the 2nd bone being the Bone Parent of the Child Object Cube. The Cube is only transformed if the 1st or 2nd bones are. Notice altering the 3rd and 4th bones has no effect on the Cone.
To use Bone Parenting, you must first select all the Child Objects you wish to parent to a specific Armature Bone,
Shift-RMB select the Armature Object and switch it into Pose Mode and then select the
specific bone you wish to be the Parent Bone by
RMB selecting it.
Once done press
Ctrl-P and select Bone from the Set Parent To pop-up menu.
Now transforming that bone in Pose Mode will result in the Child Objects also transforming.
Bone Relative parenting is an option you can toggle for each bone. This works in the same way as Bone parenting with one difference.
With Bone parenting if you have parented a bone to some Child Objects and you select that bone and switch it into Edit Mode and then translate that bone; When you switch back into Pose Mode on that bone, the Child Object which is parented to that bone will snap back to the location of the bone in Pose Mode.
In Fig. Single Armature Bone which has a Child Object cube parented to it using Bone parenting. the 1st picture shows the position of the cube and armature before the bone is moved in Edit Mode. 2nd picture shows the position of the cube and armature after the bone was selected in Edit Mode, moved and switched back into Pose Mode. Notice that the Child Object moves to the new location of the Pose Bone.
Bone Relative parenting works differently; If you move a Parent Bone in Edit Mode, when you switch back to Pose Mode, the Child Objects will not move to the new location of the Pose Bone.
In Fig. Single Bone with Bone Relative parent to a cube. the 1st picture shows the position of the cube and armature before the bone is moved in Edit Mode. 2nd picture shows the position of the cube and armature after the bone was selected in Edit Mode, moved and switched back into Pose Mode. Notice that the Child Object does not move to the new location of the Pose Bone.
You can parent an object to a single vertex or a group of three vertices as well; that way the child/children will move when the parent mesh is deformed, like a mosquito on a pulsing artery.
Vertex Parent from Edit Mode¶
In Object Mode, select the child/children and then the parent object.
Tab into Edit Mode and on the parent object select either one vertex
that defines a single point, or select three vertices that define an area
(the three vertices do not have to form a complete face;
they can be any three vertices of the parent object),
and then press
Ctrl-P and confirm.
At this point, if a single vertex was selected, a relationship/parenting line will be drawn from the vertex to the child/children. If three vertices were selected then a relationship/parenting line is drawn from the averaged center of the three points (of the parent object) to the child/children. Now, as the parent mesh deforms and the chosen parent vertex/vertices move, the child/children will move as well.
Vertex Parent from Object Mode¶
Vertex parenting can be performed from object mode,
This is done like regular object parenting,
Ctrl-P in object mode and select Vertex or Vertex (Triangle).
The nearest vertices will be used from each object which is typically what you would want.
- The small cubes can each be automatically parented to a triad of nearby vertices on the icosphere using the “Vertex (Triangle)” in the set parent context menu.
- Reshaping the object in edit mode then means each of the cubes follows their vertex parent separately.
- Re-scaling the parent icosphere in object mode means the child cubes are also rescaled as expected.
The parent context menu item means users can rapidly set up a large number of vertex parent relationships, and avoid the tedious effort of establishing each parent-child vertex relationship separately.
It is in fact a sort of “reversed” hook
You can move a child object to its parent by clearing its origin.
The relationship between the parent and child is not affected.
Select the child object and press
By confirming the child object will snap to the parent’s location.
Use the Outliner view to verify that the child object is still parented.
Remove relationship/Clear Parent¶
You can remove a parent-child relationship via
The menu contains:
- Clear Parent
- If the parent in the group is selected nothing is done. If a child or children are selected they are disassociated from the parent, or freed, and they return to their original location, rotation, and size.
- Clear and Keep Transformation
- Frees the children from the parent, and keeps the location, rotation, and size given to them by the parent.
- Clear Parent Inverse
- Places the children with respect to the parent as if they were placed in the Global reference. This effectively clears the parent’s transformation from the children. For example, if the parent is moved 10 units along the X axis and Clear Parent Inverse is invoked, any selected children are freed and moved -10 units back along the X axis. The “Inverse” only uses the last transformation; if the parent moved twice, 10 units each time for a total of 20 units, then the “Inverse” will only move the child back 10 units, not 20.
There is another way to see the parent-child relationship in groups and that is to use the Outliner view of the Outliner editor. Fig. Outliner view. is an example of what the Outliner view looks like for the figurers in the Object Parent example. Cube A’s object name is “Cube_Parent” and cube B is “Cube_Child”.