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  • Zero out bones transformations

I had to move my root bone to a different place but now it has transformation coordinates on it. Is there a way to zero out a bone if you move it to a new permanent location? So the transform is 0,0 not the new coordinates it's moved to.

Thanks~

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There isn't, sorry. Bone translation (and other transform properties) are always relative to the parent bone or the world origin for the root bone.

Oh, ok. Thanks!

Is it harmful to have a non-zero transform coordinates on a root bone (or any bone)? Or should would it be good to create a dummy bone to take on the transform coordinates for the root bone?

There's no problem at all having translation on the root bone. Many people like to use a "hip" or similar bone to move their character around, so they don't animate the root bone. The reason for that is so you can have some bones, such as IK targets, that are children of the root and don't move around with your character. If you don't need those, then you can use the root bone to move your character around and that reduces your bone count by one bone. Even if you need the root bone to not be animated, translating it in setup mode doesn't have any drawbacks.