I want to link the rotation on a single axis of multiple objects to 1 main controller-like object. Similar to how you would setup a rig in 3ds Max or Maya.
I’m struggling to figure out how to do this, as if I parent these objects to my controller object it uses the control object’s pivot point rather than the local pivot of all the objects.
For example, I have 20 louvers that I want to animate open and closing, and I want to link the rotation to single object I can use to keyframe in the sequencer.
I am trying to do the same in UE5.2 if anyone can help.
I have a array of solar panels and want to be able to rotate each of the 6 rows around there own pivot, but have one control rig or slider to do this in editor or sequencer while setting up archviz shots.
@Extrone Thanks for the help. i thought I had it, but for some reason they are not rotating around the pivot, but some other random point. Is it because I have more items nested inside? Here is a video https://youtu.be/Nge9_Wf0Iho
Yeah probably, I don’t think this method would work well if you have nested children. You might have to use some kind of Blueprint to update the rotations all at once. I don’t have the energy to think about how to do that now, I’ll try to think of something tomorrow. no promises though