Cutout animation tutorial and remote transform 2d

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:bust_in_silhouette: Asked By Will
:warning: Old Version Published before Godot 3 was released.

Hey, I’m working through the tutorial for cutout animation and a tip given was to use the remotetransform2d node to aid in maintaining a facade of a hierarchy. However when I add the node and link it to the sprite of interest, any interaction with the remote node sees me working from the origin and also the sprite snaps back to origin. Is there something I’m missing?

Edit: Am I meant to manually match the remote transforms position with the target node before linking? I was expecting that to be part of linking, am I wrong in my assumption?

Thanks,

:bust_in_silhouette: Reply From: avencherus

I would skip that part. I believe the intention there was to show an alternative method, but if you read further it’s abandoned for using bones and IK chains.

Remote transforms are for when you want nodes outside of a hierarchy to receive their transformations.

Like if you had a child inside a parent, and rotate the parent. The child will be affected. However, if you had moved that child outside of the parent, but still wanted it’s rotation to be affected by the node it is no longer a child of, you could apply a remote transformation node to it. I suspect it’s an uncommon thing to need, but handy to have as an option when you do need to do something like that.

Cool, thanks for that. I was about to move on to the rigging portion. I found if duplicated the original node and changed it to a remote transform 2d and then linked it, it worked. I guess I wasn’t quite sure of the behavior to expect. Ill accept your answer, thanks.

Will | 2016-12-17 14:10

Glad it helped. I would also recommend watching Andreas’ tutorials on this topic: https://www.youtube.com/watch?v=Mz4wrV0FsDo

avencherus | 2016-12-17 14:15