Well, I stomped on this and I wonder if it has been noticed before.
In scene mode, if you set an object to be the child of another object, then this will be moved along with its parent when the parent moves. But if you select both the child and the parent and you move them you get a double (cumulative) change that allows making really cool things - at least they are cool for me
).
I discovered it by mistake while making the framecounter. Instead of selecting the box alone, I selected all the counters and the box, and when I moved them, it "exploded".
Digging this effect, I've made a simple example of a moving dragon's neck, and once I was there, I took some snapshots to illustrate the work.
So here are the steps I did:
I made a simple object containing one sphere and I called it "sphere" (clever, isn't it?)
I put two copies of it into the scene, setting one to be child of the other, and I left all coordinates to zero.
I saved the project and I opened it in a text editor.
The project saves the idea of "parent/child" with a simple and effective nesting:
objectelement { "eobject01" "sphere"
loc { (0 0 0) }
objectelement { "eobject02" "sphere"
loc { (0 0 0) }
}
}
So I duplicated the green lines till reaching ten objects, I renamed all the newly created objects (marked in blue) and I added a row of eight additional closed curly braces (marked in red):
objectelement { "eobject01" "sphere"
loc { (0 0 0) }
objectelement { "eobject02" "sphere"
loc { (0 0 0) }
objectelement { "eobject03" "sphere"
loc { (0 0 0) }
objectelement { "eobject04" "sphere"
loc { (0 0 0) }
objectelement { "eobject05" "sphere"
loc { (0 0 0) }
objectelement { "eobject06" "sphere"
loc { (0 0 0) }
objectelement { "eobject07" "sphere"
loc { (0 0 0) }
objectelement { "eobject08" "sphere"
loc { (0 0 0) }
objectelement { "eobject09" "sphere"
loc { (0 0 0) }
objectelement { "eobject10" "sphere"
loc { (0 0 0) }
}}}}}}}}
}
}
I saved the file and I opened it again within Anim8or.
And now from the pictures you see some steps used to make the animation:
1 - All the objects in the scene, all rushed together around the origin
2 - Selected them all (with the drag-select tool)
3 - Moved them (and so on, you guess the tools)
4 - Rotated them (with the right mouse button)
5 - Selected half
6 - Counter-rotated a bit (again right button)
7, 8 - Messed a bit by rotating with the left button
...and so on, setting different keyframes.
I didn't spend too much time on it - I preferred to share it beforehand.
I think that using rings you could make a really cool shaking chain - it may be useful and handy to use two different objects, set at two different angles in object mode - where you can take care of the center of rotation - and then alternating them in scene mode.
I think that adding such a multiple manipulation method for figure and sequence modes could be a really cool feature - just imagine it!
Hope you enjoy this, it really amazed me when I discovered it.