Author Topic: How to define a pivot point for Animation after translating a part?  (Read 406 times)

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Offline ePluribusBigly

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I'm trying to animate the Hour hand translate into place from out of the camera's view, and then rotate around the center pivot point in the clock. If I just do a translation with the pivot point it animates perfectly - adding the translation first seems to skew the pivot point drastically. I am struggling to figure out the right settings - no combination of settings on the rotation (post-translation) seem to work. I've tried with multiple assemblies and primitive geometry and am running into the same issue.


Offline Sune

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Re: How to define a pivot point for Animation after translating a part?
« Reply #1 on: February 04, 2020, 04:39:26 am »
Hi,

There are a couple of steps you need to take to get this working.

First you have to make sure that the translation animation's "Axis Orientation" is set to Original Local.

Then go to Edit > Preferences > Interface and enable "Respect animation ordering"

That should work, but you might also want to check that the rotation is under the translation in the scene tree.