D'Lanor wrote:Hmm, child objects... you did not mention that.
Well I think I did it in my second post, but they are unrelated to initial post which was about animation of SkyDome hence the confusion (I have a lot of IPO animations going on in my currently build age).
D'Lanor wrote:If they have collision that probably explains your problems. In my experience Uru makes any child object with bounds go out of sync with its parent sooner or later.
Actually I had notice issue You described at some point, so right now those object which I animate don't have bounds.
Here are steps for reproducing my current issue with child objects animation:
1) Add cube (call it "center") and enable "Actor" for it. it would be good if this cube position be couple of units above age center (position 0,0,0)
2) at frame 1 insert LocRot key
3) Move to frame 800, rotate 180 degrees around Z axis, insert LocRot key
4) go back to frame 1 and export - you got working rotating cube in an age
5) add another cube (call it "rotatingChild") and enable actor for it
6) make "center" parent of "rotatingChild" and align "rotatingChild" it so it would be 4 units away from "center" on X axis
7) go back to frame 1 and export - you got working rotating cube in an age, with another cube "orbiting around it"
8) for cube "RotatingChild" at frame 1 and frame 800 insert LocRot key
9) go back to frame 1 and export - You should have something exactly as in 7
Already at this there is something wrong, because after adding IPO curve to child object it's already is not rotating around parent object at proper position. It is now looking like it was rotating around Age center.
Also during debugging I notice that inserting only Rot key does not coses issues, and deleting Loc curves on child object make it animate again properly.
This bug is generally hard to describe but it looks like at some point location stored in child object animation curve isn't treated as local coordinates (meaning that they are only vector needed to be added to parent object), but instead they are treated as global coordinates.
I might have not notice that during work on Shell 126 animations, because I have there only object bouncing up and down.